Evidence map›Paper›PMID 25654660›Full record

ArticleJMIR serious games2014

Just a fad? Gamification in health and fitness apps.

Cameron Lister, Joshua H West, Ben Cannon, Tyler Sax, David Brodegard

3 registry-linked trialsAbstract read
In one paragraph

Article in JMIR serious games, 2014. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 3 registered trials, which are not on this map. Cited by 143 papers, 11 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
143citing papers in PubMed, 11 pooled it
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

NCT02570178 nacompletednot on this map

Randomized Clinical Trial Evaluating the Effectiveness of a Primary Care Intervention Using the NintendoTM Wii Console to Improve Balance and Decrease Falls in the Elderly (EWii)

TypeinterventionalSponsorFundacio d'Investigacio en Atencio Primaria Jordi Gol i GurinaRan2012 to 2016Enrolled1,037ConditionsPostural Balance, Accidental Falls, Intervention StudiesArmsbalance training
NCT02970461 naunknown statusnot on this mapstarted 2016, after this paper: background citation

Gamifying Patient's Personal Data Validation and Completion in a Personal Health Record

TypeinterventionalSponsorHospital Italiano de Buenos AiresRan2016 to 2016Enrolled40,000ConditionsChronic DiseaseArmsGamified Group, Control Group
NCT04134988 naunknown statusnot on this mapstarted 2019, after this paper: background citation

Effects of an Adapted Physical Activity With an Interactive Gaming Platform on Fall Apprehension and Risk: A Randomized Controlled Trial

TypeinterventionalSponsorJoel BelminRan2019 to 2020Enrolled50ConditionsFalls (Accidents) in Old AgeArmsMedimoov, Standard psychomotor therapy
3 · Its place in the literature

Who cites it

143 citing papers in PubMed, 11 syntheses or guidelines pooled it.

  1. Pooled it
  2. Pooled it
  3. Pooled it
  4. Pooled it
  5. Pooled it
  6. Pooled it
  7. Pooled it
  8. Gamification of health professions education: a systematic review.Advances in health sciences education : theory and practice · 2021
    Pooled it
  9. Pooled it
  10. Pooled it
  11. Pooled it
  12. Trial
  13. Trial
  14. Trial
  15. Trial
  16. Trial
  17. Trial
  18. Trial
  19. Trial
  20. Trial

83 more citing papers are in PubMed but not listed here.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Cameron ListerLaughModel Health Communication Research Group, Department of Health Science, Brigham Young University, Provo, UT, United States. cameron@laughmodel.com.ORCID http://orcid.org/0000-0003-4407-5760

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundGamification has been a predominant focus of the health app industry in recent years. However, to our knowledge, there has yet to be a review of gamification elements in relation to health behavior constructs, or insight into the true proliferation of gamification in health apps.

objectiveThe objective of this study was to identify the extent to which gamification is used in health apps, and analyze gamification of health and fitness apps as a potential component of influence on a consumer's health behavior.

methodsAn analysis of health and fitness apps related to physical activity and diet was conducted among apps in the Apple App Store in the winter of 2014. This analysis reviewed a sample of 132 apps for the 10 effective game elements, the 6 core components of health gamification, and 13 core health behavior constructs. A regression analysis was conducted in order to measure the correlation between health behavior constructs, gamification components, and effective game elements.

resultsThis review of the most popular apps showed widespread use of gamification principles, but low adherence to any professional guidelines or industry standard. Regression analysis showed that game elements were associated with gamification (P<.001). Behavioral theory was associated with gamification (P<.05), but not game elements, and upon further analysis gamification was only associated with composite motivational behavior scores (P<.001), and not capacity or opportunity/trigger.

conclusionsThis research, to our knowledge, represents the first comprehensive review of gamification use in health and fitness apps, and the potential to impact health behavior. The results show that use of gamification in health and fitness apps has become immensely popular, as evidenced by the number of apps found in the Apple App Store containing at least some components of gamification. This shows a lack of integrating important elements of behavioral theory from the app industry, which can potentially impact the efficacy of gamification apps to change behavior. Apps represent a very promising, burgeoning market and landscape in which to disseminate health behavior change interventions. Initial results show an abundant use of gamification in health and fitness apps, which necessitates the in-depth study and evaluation of the potential of gamification to change health behaviors.

Indexed as

behavioral healthgamificationhealth and fitness appsmobile phone

Identifiers

PMID25654660
PMCPMC4307823

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

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.