Trial reportJournal of medical Internet research2015
The effect of social support features and gamification on a Web-based intervention for rheumatoid arthritis patients: randomized controlled trial.
Trial report in Journal of medical Internet research, 2015. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 78 papers, 16 of them syntheses that pooled it.
What it found
Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.
The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.
The trial behind it
Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
78 citing papers in PubMed, 16 syntheses or guidelines pooled it.
- The effectiveness of smart healthcare for patients with rheumatoid arthritis: A systematic review and meta-analysis.PloS one · 2026Pooled it
- Impact of Digital Interventions on the Treatment Burden of Patients With Chronic Conditions: Systematic Review.Journal of medical Internet research · 2025Pooled it
- Evaluation of the Effectiveness and Safety of Telemedicine in Rheumatoid Arthritis: Meta-analysis.Applied clinical informatics · 2025Pooled it
- Potential of digital applications for self-management and other outcomes in inflammatory rheumatic diseases: a systematic literature review.Frontiers in medicine · 2025Pooled it
- Video-Based Educational Interventions for Patients With Chronic Illnesses: Systematic Review.Journal of medical Internet research · 2023Pooled it
- The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review.JMIR mHealth and uHealth · 2022Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Tele-health interventions to support self-management in adults with rheumatoid arthritis: a systematic review.Rheumatology international · 2021Pooled it
- Effects of Gamification on Behavioral Change in Education: A Meta-Analysis.International journal of environmental research and public health · 2021Pooled it
- Online Communities as a Driver for Patient Empowerment: Systematic Review.Journal of medical Internet research · 2021Pooled it
- Effectiveness of ICT-based intimate partner violence interventions: a systematic review.BMC public health · 2020Pooled it
- Risks and Benefits of Web-Based Patient Narratives: Systematic Review.Journal of medical Internet research · 2020Pooled it
- Pooled it
- The effect of interactive digital interventions on physical activity in people with inflammatory arthritis: a systematic review.Rheumatology international · 2018Pooled it
- Promoting active travel to school: a systematic review (2010-2016).BMC public health · 2017Pooled it
- Pooled it
- Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot.The international journal of behavioral nutrition and physical activity · 2023Trial
- Smartphone-Assisted Patient-Initiated Care Versus Usual Care in Patients With Rheumatoid Arthritis and Low Disease Activity: A Randomized Controlled Trial.Arthritis & rheumatology (Hoboken, N.J.) · 2022Trial
- Comparing the Effects of Gamification and Teach-Back Training Methods on Adherence to a Therapeutic Regimen in Patients After Coronary Artery Bypass Graft Surgery: Randomized Clinical Trial.Journal of medical Internet research · 2021Trial
- Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program.Translational behavioral medicine · 2021Trial
18 more citing papers are in PubMed but not listed here.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundRheumatoid arthritis (RA) is chronic systematic disease that affects people during the most productive period of their lives. Web-based health interventions have been effective in many studies; however, there is little evidence and few studies showing the effectiveness of online social support and especially gamification on patients' behavioral and health outcomes.
objectiveThe aim of this study was to look into the effects of a Web-based intervention that included online social support features and gamification on physical activity, health care utilization, medication overuse, empowerment, and RA knowledge of RA patients. The effect of gamification on website use was also investigated.
methodsWe conducted a 5-arm parallel randomized controlled trial for RA patients in Ticino (Italian-speaking part of Switzerland). A total of 157 patients were recruited through brochures left with physicians and were randomly allocated to 1 of 4 experimental conditions with different types of access to online social support and gamification features and a control group that had no access to the website. Data were collected at 3 time points through questionnaires at baseline, posttest 2 months later, and at follow-up after another 2 months. Primary outcomes were physical activity, health care utilization, and medication overuse; secondary outcomes included empowerment and RA knowledge. All outcomes were self-reported. Intention-to-treat analysis was followed and multilevel linear mixed models were used to study the change of outcomes over time.
resultsThe best-fit multilevel models (growth curve models) that described the change in the primary outcomes over the course of the intervention included time and empowerment as time-variant predictors. The growth curve analyses of experimental conditions were compared to the control group. Physical activity increased over time for patients having access to social support sections plus gaming (unstandardized beta coefficient [B]=3.39, P=.02). Health care utilization showed a significant decrease for patients accessing social support features (B=-0.41, P=.01) and patients accessing both social support features and gaming (B=-0.33, P=.03). Patients who had access to either social support sections or the gaming experience of the website gained more empowerment (B=2.59, P=.03; B=2.29, P=.05; respectively). Patients who were offered a gamified experience used the website more often than the ones without gaming (t91=-2.41, P=.02; U=812, P=.02).
conclusionsThe Web-based intervention had a positive impact (more desirable outcomes) on intervention groups compared to the control group. Social support sections on the website decreased health care utilization and medication overuse and increased empowerment. Gamification alone or with social support increased physical activity and empowerment and decreased health care utilization. This study provides evidence demonstrating the potential positive effect of gamification and online social support on health and behavioral outcomes.
trial registrationInternational Standard Randomized Controlled Trial Number (ISRCTN): 57366516; http://www.controlled-trials. com/ISRCTN57366516 (Archived by webcite at http://www.webcitation.org/6PBvvAvvV).
Indexed as
Identifiers
What OpenQuestion holds
Registered trials
Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.