Trial reportTranslational behavioral medicine2021
Gender differences in the effect of gamification on weight loss during a daily, neurocognitive training program.
Trial report in Translational behavioral medicine, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 1 of them a synthesis 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
11 citing papers in PubMed, 1 synthesis or guideline pooled it, 19 citations in OpenAlex.
- The Role of Serious Video Games in the Treatment of Disordered Eating Behaviors: Systematic Review.Journal of medical Internet research · 2022Pooled it
- Effect of Gamification on Improved Adherence to Inhaled Medications in Chronic Obstructive Pulmonary Disease: Randomized Controlled Trial.Journal of medical Internet research · 2025Trial
- Daily Reminders Increase Adherence to an Electronic Headache Diary (DMKG-App): Retrospective Longitudinal Cohort Study.JMIR mHealth and uHealth · 2026Observational
- Enhancing Cognitive Functions of Older Adults With Software Robot: Longitudinal Exploratory Field Study.JMIR mHealth and uHealth · 2026Article
- Developing an Empirical Theory of Planned Behavior Model of Healthy Dietary Choice and Evaluating Gamified Feedback Among Japanese Young Adults.Nutrients · 2026Article
- "A tool in a toolbox": patient engagement with a gamified and personalised approach bias modification app to reduce harmful alcohol consumption - a qualitative study.Addiction science & clinical practice · 2026Article
- The effects of isolated game elements on adherence rates in food response inhibition training.Royal Society open science · 2024Article
- The Influence of Incentive-Based Mobile Fitness Apps on Users' Continuance Intention With Gender Moderation Effects: Quantitative and Qualitative Study.JMIR human factors · 2024Article
- The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review.JMIR serious games · 2023Article
- Gamification and neurotraining to engage men in behavioral weight loss: Protocol for a factorial randomized controlled trial.Contemporary clinical trials · 2023Article
- Two billion registered students affected by stereotyped educational environments: an analysis of gender-based color bias.Humanities & social sciences communications · 2022Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
7 authors at 1 institution in 1 country.
Funding
Abstract
A major contributor to the obesity epidemic is the overconsumption of high-calorie foods, which is partly governed by inhibitory control, that is, the ability to override pre-prepotent impulses and drives. Computerized inhibitory control trainings (ICTs) have demonstrated qualified success at affecting real-world health behaviors, and at improving weight loss, particularly when repeated frequently over an extended duration. It has been proposed that gamification (i.e., incorporating game-like elements such as a storyline, sounds, graphics, and rewards) might enhance participant interest and thus training compliance. Previous findings from a mostly female sample did support this hypothesis; however, it might be expected that the effects of gamification differ by gender such that men, who appear more motivated by gaming elements, stand to benefit more from gamification. The present study evaluated whether gender moderated the effect of a gamified ICT on weight loss. Seventy-six overweight individuals received a no-sugar-added dietary prescription and were randomized to 42 daily and 2 weekly ICTs focused on sweet foods that were either gamified or nongamified. Results supported the hypothesis that gamification elements had a positive effect on weight loss for men and not women (p = .03). However, mechanistic hypotheses for the moderating effect (in terms of enjoyment, compliance, and improvements in inhibitory control) were generally not supported (p's > .20). These results suggest that gamification of ICTs may boost weight loss outcomes for men and not women, but further research is needed to determine the specific mechanisms driving this effect and to arrive at gamification elements that enhance effects for both men and women.
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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.