Evidence map›Paper›PMID 30135818›Full record

ReviewInternet interventions2016

Gamification for health and wellbeing: A systematic review of the literature.

Daniel Johnson, Sebastian Deterding, Kerri-Ann Kuhn, Aleksandra Staneva, Stoyan Stoyanov, Leanne Hides

2 registry-linked trialsAbstract readReview
In one paragraph

Review in Internet interventions, 2016. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to 2 registered trials, which are not on this map. Cited by 319 papers, 18 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
319citing papers in PubMed, 18 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.

NCT04633070 unknown statusnot on this mapstarted 2020, after this paper: background citation

Use of Gamification in Health Apps for Lifestyle Intervention: A Systematic Review

TypeobservationalSponsorUniversity of TorontoRan2020 to 2022Enrolled100ConditionsMobile Applications, Diet, Healthy, Behavior, HealthArmsGamification
NCT05923632 narecruitingnot on this mapstarted 2024, after this paper: background citation

The Effect Of Model-Based Dıgıtal Game On Metabolıc Control, Self-Effıcıency And Qualıty Of Lıfe In Chıldren Wıth Type 1 Dıabetes

TypeinterventionalSponsorAbant Izzet Baysal UniversityRan2024 to 2025Enrolled58ConditionsType 1 Diabetes, Children, OnlyArmsDijital Game and Health Education
3 · Its place in the literature

Who cites it

319 citing papers in PubMed, 18 syntheses or guidelines pooled it.

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  15. Ethics of Gamification in Health and Fitness-Tracking.International journal of environmental research and public health · 2021
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259 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

6 authors.

Daniel JohnsonQueensland University of Technology (QUT), GPO Box 2434, Brisbane, QLD 4001, Australia.
Sebastian DeterdingDigital Creativity Labs, University of York, York YO10 5GE, United Kingdom.
Kerri-Ann KuhnQueensland University of Technology (QUT), GPO Box 2434, Brisbane, QLD 4001, Australia.
Aleksandra StanevaQueensland University of Technology (QUT), GPO Box 2434, Brisbane, QLD 4001, Australia.
Stoyan StoyanovQueensland University of Technology (QUT), GPO Box 2434, Brisbane, QLD 4001, Australia.
Leanne HidesQueensland University of Technology (QUT), GPO Box 2434, Brisbane, QLD 4001, Australia.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundCompared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness.

aimsWe aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being.

methodsWe identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain.

resultsWe identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes.

conclusionsThe current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations of many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention).

Indexed as

GamificationHealthSystematic reviewWellbeing

Identifiers

PMID30135818
PMCPMC6096297

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.