SynthesisPloS one2017
Does gamification increase engagement with online programs? A systematic review.
Synthesis in PloS one, 2017. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 93 papers, 4 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
93 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Association between user engagement and clinical outcomes in smartphone apps for depression and anxiety: A systematic review and meta-analysis.Psychiatry research · 2026Pooled it
- Methodological quality in randomised clinical trials of mental health apps: systematic review and longitudinal analysis.BMJ mental health · 2025Pooled it
- The Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review.Journal of medical Internet research · 2022Pooled it
- Continuum beliefs and mental illness stigma: a systematic review and meta-analysis of correlation and intervention studies.Psychological medicine · 2021Pooled it
- Determining the feasibility of self-administered relaxing acupressure for fatigue among adolescent and young adult cancer survivors.Supportive care in cancer : official journal of the Multinational Association of Supportive Care in Cancer · 2026Trial
- A Gamified Mobile Health Intervention to Promote Physical Activity, Executive Function, and Mental Health in College Students: Randomized Controlled Trial.Journal of medical Internet research · 2026Trial
- Improving Pre-Exposure Prophylaxis Adherence in People at Risk for HIV: Secondary Analysis of a Digital Health Intervention to Enhance User Engagement.JMIR mHealth and uHealth · 2026Trial
- Randomized trial on the impact of card Game-Based teaching on learning and memory retention of neurological syndromes.BMC medical education · 2025Trial
- Evaluating the Impact of a Game (Inner Dragon) on User Engagement Within a Leading Smartphone App for Smoking Cessation: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- 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
- Effectiveness of social giving on the engagement of pharmacy professionals with a computer-based education platform: a pilot randomized controlled trial.BMC medical education · 2022Trial
- Investigating When, Which, and Why Users Stop Using a Digital Health Intervention to Promote an Active Lifestyle: Secondary Analysis With A Focus on Health Action Process Approach-Based Psychological Determinants.JMIR mHealth and uHealth · 2022Trial
- Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program.Translational behavioral medicine · 2021Trial
- The Put It Out Project (POP) Facebook Intervention for Young Sexual and Gender Minority Smokers: Outcomes of a Pilot, Randomized, Controlled Trial.Nicotine & tobacco research : official journal of the Society for Research on Nicotine and Tobacco · 2020Trial
- User Engagement and Attrition in an App-Based Physical Activity Intervention: Secondary Analysis of a Randomized Controlled Trial.Journal of medical Internet research · 2019Trial
- Trial
- "Active Team" a social and gamified app-based physical activity intervention: randomised controlled trial study protocol.BMC public health · 2017Trial
- Digital Affective Resilience: A Cross-Sectional Observational Study of Anxiety-Related Chinese Social Media.Nursing open · 2026Observational
- Smartphone-Based Grading and Rehabilitation in Patients With Facial Palsy Using Computer Vision: Prospective Validation Study.JMIR rehabilitation and assistive technologies · 2026Article
- FME-24: A film, music, and emotion dataset.International journal of multimedia information retrieval · 2026Article
33 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
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundEngagement in online programs is difficult to maintain. Gamification is the recent trend that offers to increase engagement through the inclusion of game-like features like points and badges, in non-game contexts. This review will answer the following question, 'Are gamification strategies effective in increasing engagement in online programs?'
methodEight databases (Web of Science, PsycINFO, Medline, INSPEC, ERIC, Cochrane Library, Business Source Complete and ACM Digital Library) were searched from 2010 to the 28th of October 2015 using a comprehensive search strategy. Eligibility criteria was based on the PICOS format, where "population" included adults, "intervention" involved an online program or smart phone application that included at least one gamification feature. "Comparator" was a control group, "outcomes" included engagement and "downstream" outcomes which occurred as a result of engagement; and "study design" included experimental studies from peer-reviewed sources. Effect sizes (Cohens d and 95% confidence intervals) were also calculated.
results1017 studies were identified from database searches following the removal of duplicates, of which 15 met the inclusion criteria. The studies involved a total of 10,499 participants, and were commonly undertaken in tertiary education contexts. Engagement metrics included time spent (n = 5), volume of contributions (n = 11) and occasions visited to the software (n = 4); as well as downstream behaviours such as performance (n = 4) and healthy behaviours (n = 1). Effect sizes typically ranged from medium to large in direct engagement and downstream behaviours, with 12 out of 15 studies finding positive significant effects in favour of gamification.
conclusionGamification is effective in increasing engagement in online programs. Key recommendations for future research into gamification are provided. In particular, rigorous study designs are required to fully examine gamification's effects and determine how to best achieve sustained engagement.
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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.