ArticleJournal of medical Internet research2020
The Model of Gamification Principles for Digital Health Interventions: Evaluation of Validity and Potential Utility.
Article in Journal of medical Internet research, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 33 papers, 5 of them syntheses that pooled it.
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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.
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Who cites it
33 citing papers in PubMed, 5 syntheses or guidelines pooled it.
- Potential associations between behavior change techniques and engagement with mobile health apps: a systematic review.Frontiers in psychology · 2023Pooled it
- Dropout Rate in Digital Health Interventions for the Prevention of Skin Cancer: Systematic Review, Meta-analysis, and Metaregression.Journal of medical Internet research · 2022Pooled it
- Factors Influencing Adherence to mHealth Apps for Prevention or Management of Noncommunicable Diseases: Systematic Review.Journal of medical Internet research · 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
- Mobile Apps for Dental Caries Prevention: Systematic Search and Quality Evaluation.JMIR mHealth and uHealth · 2021Pooled it
- Glitches to growth: Lessons learned from developing and testing an augmented reality smartphone app for substance use treatment.Experimental and clinical psychopharmacology · 2026Trial
- A Teaching Kitchen Medical Groups Visit with an eHealth Platform for Hypertension and Cardiac Risk Factors: A Qualitative Feasibility Study.Journal of alternative and complementary medicine (New York, N.Y.) · 2021Trial
- Patient Perceptions on a Wearable Sensor Technology for Swallowing: A Qualitative Study with Patients with Parkinson's Disease.Dysphagia · 2026Article
- Cognitive Load Across Interaction Formats in Digital Attention Assessment for Children: Within-Subject Neuroimaging and Behavioral Comparison Study.JMIR serious games · 2026Article
- Smartphone-Based Grading and Rehabilitation in Patients With Facial Palsy Using Computer Vision: Prospective Validation Study.JMIR rehabilitation and assistive technologies · 2026Article
- Understanding Engagement Experiences in an Adapted Digital Cognitive Behavioral Intervention for Lower-Income Adults With Eating Disorders With Binge Eating and/or Purging: A Qualitative Analysis of Barriers and Facilitators.The International journal of eating disorders · 2026Article
- Health Motivation as a Predictor of mHealth Engagement Across BMI: Cross-Sectional Survey.JMIR mHealth and uHealth · 2025Article
- A Novel Just-in-Time Intervention for Promoting Safer Drinking Among College Students: App Testing Across 2 Independent Pre-Post Trials.JMIR human factors · 2025Article
- Using augmented reality to deliver cue exposure treatment for smoking cessation: App usability findings and protocol for a randomized controlled trial.Contemporary clinical trials · 2025Article
- [How to overcome barriers to care with digital health applications (DiGA)? A review of the patient pathway for unipolar depression].Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz · 2025Review
- Mobile apps for diabetes self-management: An updated review of app features and effectiveness.Journal of behavioral medicine · 2025Review
- Youth and Young Adults' Perspectives on Augmented Reality-Driven Vaping Cessation Interventions: Interpretive Description Study.JMIR XR and spatial computing · 2025Article
- eHealth literacy assessment as a promoter of user adherence in using digital health systems and services. A case study for balance physiotherapy in the TeleRehaB DSS project.Frontiers in digital health · 2025Article
- The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure.JMIR serious games · 2024Article
- Exergaming to Increase Physical Activity in Older Adults: Feasibility and Practical Implications.Current heart failure reports · 2024Review
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundAlthough gamification continues to be a popular approach to increase engagement, motivation, and adherence to behavioral interventions, empirical studies have rarely focused on this topic. There is a need to empirically evaluate gamification models to increase the understanding of how to integrate gamification into interventions.
objectiveThe model of gamification principles for digital health interventions proposes a set of five independent yet interrelated gamification principles. This study aimed to examine the validity and reliability of this model to inform its use in Web- and mobile-based apps.
methodsA total of 17 digital health interventions were selected from a curated website of mobile- and Web-based apps (PsyberGuide), which makes independent and unbiased ratings on various metrics. A total of 133 independent raters trained in gamification evaluation techniques were instructed to evaluate the apps and rate the degree to which gamification principles are present. Multiple ratings (n≥20) were collected for each of the five gamification principles within each app. Existing measures, including the PsyberGuide credibility score, mobile app rating scale (MARS), and the app store rating of each app were collected, and their relationship with the gamification principle scores was investigated.
resultsApps varied widely in the degree of gamification implemented (ie, the mean gamification rating ranged from 0.17≤m≤4.65 out of 5). Inter-rater reliability of gamification scores for each app was acceptable (κ≥0.5). There was no significant correlation between any of the five gamification principles and the PsyberGuide credibility score (P≥.49 in all cases). Three gamification principles (supporting player archetypes, feedback, and visibility) were significantly correlated with the MARS score, whereas three principles (meaningful purpose, meaningful choice, and supporting player archetypes) were significantly correlated with the app store rating. One gamification principle was statistically significant with both the MARS and the app store rating (supporting player archetypes).
conclusionsOverall, the results support the validity and potential utility of the model of gamification principles for digital health interventions. As expected, there was some overlap between several gamification principles and existing app measures (eg, MARS). However, the results indicate that the gamification principles are not redundant with existing measures and highlight the potential utility of a 5-factor gamification model structure in digital behavioral health interventions. These gamification principles may be used to improve user experience and enhance engagement with digital health programs.
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