Evidence map›Paper›PMID 27707829›Full record

SynthesisBMJ open2016

Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps.

E A Edwards, J Lumsden, C Rivas, L Steed, L A Edwards, A Thiyagarajan, R Sohanpal, H Caton, C J Griffiths, M R Munafò and 2 more

4 registry-linked trialsAbstract readSystematic Review
In one paragraph

Synthesis in BMJ open, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 4 registered trials, which are not on this map. Cited by 189 papers, 14 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
189citing papers in PubMed, 14 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.

NCT04019119 nacompletednot on this mapstarted 2023, after this paper: background citation

Effectiveness of a Digital Intervention Based on Modification of Lifestyles in Secondary Prevention: iGAME Controlled Randomized Clinical Trial

TypeinterventionalSponsorUniversity of MalagaRan2023 to 2025Enrolled48ConditionsLow Back Pain, Oncology, Depression, Sedentary LifestyleArmsDigital intervention
NCT04550065 naunknown statusnot on this mapstarted 2020, after this paper: background citation

SMART Family-Link Project: A Digital Game on Promoting Family Well-being

TypeinterventionalSponsorThe University of Hong KongRan2020 to 2022Enrolled100ConditionsFamilyArmsDigital game
NCT06626100 nanot yet recruitingnot on this mapstarted 2024, after this paper: background citation

SMART Family-Link Project: A Digital Game on Promoting Family Well-being

TypeinterventionalSponsorThe University of Hong KongRan2024 to 2026Enrolled800ConditionsFamily Research, Family-centered CareArmsExercise-themed game, Diet-themed game
NCT07461857 nacompletednot on this mapstarted 2025, after this paper: background citation

Minority-focused Environmental Health Education and Tracking (MEET) Pilot Study

TypeinterventionalSponsorMillion Marker Wellness, Inc.Ran2025 to 2026Enrolled151ConditionsEnvironmental ExposureArmsEducation curriculum
3 · Its place in the literature

Who cites it

189 citing papers in PubMed, 14 syntheses or guidelines pooled it.

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  7. Ethics of Gamification in Health and Fitness-Tracking.International journal of environmental research and public health · 2021
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  8. Gamification for Family Engagement in Lifestyle Interventions: A Systematic Review.Prevention science : the official journal of the Society for Prevention Research · 2021
    Pooled it
  9. Sticky apps, not sticky hands: A systematic review and content synthesis of hand hygiene mobile apps.Journal of the American Medical Informatics Association : JAMIA · 2021
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129 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

12 authors.

E A EdwardsCentre for Primary Care and Public Health, Bart's and The London School of Medicine and Dentistry, Queen Mary University of London, London, UK.ORCID 0000-0002-3277-1446
J LumsdenSchool of Experimental Psychology, University of Bristol, Bristol, UK MRC Integrative Epidemiology Unit at the University of Bristol, Bristol, UK.
C RivasCentre for Primary Care and Public Health, Bart's and The London School of Medicine and Dentistry, Queen Mary University of London, London, UK Faculty of Health Sciences, University of Southampton, Southampton, UK.
L SteedCentre for Primary Care and Public Health, Bart's and The London School of Medicine and Dentistry, Queen Mary University of London, London, UK.
L A EdwardsInstitute of Liver Studies, King's College Hospital, London, UK.ORCID 0000-0002-8222-4555
A ThiyagarajanCentre for Primary Care and Public Health, Bart's and The London School of Medicine and Dentistry, Queen Mary University of London, London, UK.
R SohanpalCentre for Primary Care and Public Health, Bart's and The London School of Medicine and Dentistry, Queen Mary University of London, London, UK.
H CatonDepartment of Computing and Information Systems, Kingston University, London, UK.
C J GriffithsCentre for Primary Care and Public Health, Bart's and The London School of Medicine and Dentistry, Queen Mary University of London, London, UK.
M R MunafòSchool of Experimental Psychology, University of Bristol, Bristol, UK MRC Integrative Epidemiology Unit at the University of Bristol, Bristol, UK.
S TaylorCentre for Primary Care and Public Health, Bart's and The London School of Medicine and Dentistry, Queen Mary University of London, London, UK.
R T WaltonCentre for Primary Care and Public Health, Bart's and The London School of Medicine and Dentistry, Queen Mary University of London, London, UK.

Funding

British Heart FoundationCancer Research UKDepartment of Health RP-PG-0609-10181Medical Research Council MC_UU_12013/6
6 · The paper itself

Abstract

objectiveSmartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques.

methodsTwo trained researchers independently coded apps for behaviour change techniques using a standard taxonomy. We explored associations with user ratings and price. DATA SOURCES: We screened the National Health Service (NHS) Health Apps Library and all top-rated medical, health and wellness and health and fitness apps (defined by Apple and Google Play stores based on revenue and downloads). We included free and paid English language apps using 'gamification' (rewards, prizes, avatars, badges, leaderboards, competitions, levelling-up or health-related challenges). We excluded apps targeting health professionals.

results64 of 1680 (4%) health apps included gamification and met inclusion criteria; only 3 of these were in the NHS Library. Behaviour change categories used were: feedback and monitoring (n=60, 94% of apps), reward and threat (n=52, 81%), and goals and planning (n=52, 81%). Individual techniques were: self-monitoring of behaviour (n=55, 86%), non-specific reward (n=49, 82%), social support unspecified (n=48, 75%), non-specific incentive (n=49, 82%) and focus on past success (n=47, 73%). Median number of techniques per app was 14 (range: 5-22). Common combinations were: goal setting, self-monitoring, non-specific reward and non-specific incentive (n=35, 55%); goal setting, self-monitoring and focus on past success (n=33, 52%). There was no correlation between number of techniques and user ratings (p=0.07; r

conclusionsFew health apps currently employ gamification and there is a wide variation in the use of behaviour change techniques, which may limit potential to improve health outcomes. We found no correlation between user rating (a possible proxy for health benefits) and game content or price. Further research is required to evaluate effective behaviour change techniques and to assess clinical outcomes. TRIAL REGISTRATION NUMBER: CRD42015029841.

Indexed as

Behavior TherapyHealth BehaviorMobile ApplicationsSmartphoneVideo GamesGoalsHealth PromotionHumansMotivationRewardPUBLIC HEALTH

Identifiers

PMID27707829
PMCPMC5073629

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.