## 2 The Use of Gamification in Therapy for Children  
By critically reviewing the literature, two main approaches can be identified to integrate gamification into therapeutic practices: therapeutic games and games for therapy. Therapeutic games are the most used, as they combine therapeutic processes directly into gameplay, where therapy sessions and playtime overlap. This approach transforms repetitive and often tedious tasks into enjoyable game challenges [6]. Adherence to the therapy pairs directly with playing the game, as players follow specific instructions and complete tasks to achieve progress both in the game and in their therapeutic outcomes. By addressing the monotony associated with long-term rehabilitation regimens, therapeutic games provide an innovative solution to improve patient compliance [7; 8]. These game-based interventions are commonly associated with cognitive, motor, or social rehabilitation contexts [9; 10; 11]. On the other hand, games for therapy are designed as supplemental resources to accompany traditional therapy protocols. While these games are connected to therapeutic objectives, their design often explores broader themes, providing an engaging environment that indirectly supports adherence to therapy. For example, children with chronic disease conditions who must undergo long-term treatment must be stimulated in adopting healthy behaviours that can support them in facing negative side effects of medical treatments. Playful activities have been demonstrated to be effective in this context [12]. Another key example refers to the acceptance of medical devices that can impact the overall outcomes of therapy protocols. In this area, [PERSON] et al. [13] transformed games into a means to distract the attention of toddlers with respiratory disorders who were scared by the nebulizer device. The focus of games for therapy, therefore, is on fostering positive conditions that facilitate compliance, such as reducing stress or creating a supportive context for therapy [14], rather than directly incorporating therapeutic tasks into gameplay. In the field of dentistry and orthodontic treatments, which is the focus of this paper, game-based interventions in therapies for children have evolved along two distinct trajectories. One direction emphasises the use of gamification features to encourage patients in being compliant with maintaining good oral health. Most of the gamified interventions focus on stimulating patients in taking care through frequent and correct oral hygiene [15; 16; 17]. By integrating features such as points, badges, rewards, and challenges, these interventions transform routine oral hygiene tasks into engaging playful activities. This approach has shown significant potential in promoting frequent and accurate oral care practices among children, who are typically less inclined to adhere to prescribed recommendations. A second trajectory relates to gamification as a strategy to reduce anxiety in young patients during dental visits. Playful and interactive elements embedded in these interventionscreate a welcoming and less intimidating environment for dental visits, making treatments more accessible and less distressing for children [18]. Overcoming Barriers to Facemask-Based Class III Malocclusion Treatment: The Case Study of the _SuperPowerMe_ Project  
Class III malocclusion, characterised by mandibular pragnathism, can lead to an anterior crossbite that negatively impacts on aesthetics and function. Early intervention in paediatric patients, typically between the ages of 5 and 10, is crucial for effective treatment outcomes. Protraction facemasks are often prescribed to stimulate maxillary growth, necessitating a wear time of from 9 to 14 h per day for approximately nine months to achieve optimal results [19]. However, patient compliance remains a critical challenge due to discomfort, aesthetic concerns, and the lengthy duration of treatment.