Evidence map›Paper›PMID 33786746›Full record

SynthesisPrevention science : the official journal of the Society for Prevention Research2021

Gamification for Family Engagement in Lifestyle Interventions: A Systematic Review.

Amanda C Blok, Thomas S Valley, Patricia Abbott

Abstract readSystematic Review
In one paragraph

Synthesis in Prevention science : the official journal of the Society for Prevention Research, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing papers in PubMed
–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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

6 citing papers in PubMed.

  1. Article
  2. Article
  3. Article
  4. Review
  5. Article
  6. Review
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

3 authors.

Amanda C BlokCenter for Clinical Management Research, Veteran Affairs (VA) Ann Arbor Healthcare System, United States Department of Veterans Affairs, Ann Arbor, MI, USA. amanda.blok@va.gov.ORCID 0000-0002-5329-0393
Thomas S ValleyDivision of Pulmonary and Critical Care Medicine, University of Michigan, Ann Arbor, MI, USA.
Patricia AbbottDepartment of Systems, Populations and Leadership, School of Nursing, University of Michigan, Ann Arbor, MI, USA.

Funding

Preventing avoidable deaths from pneumonia by improving use of intensive careK23HL140165 · NHLBI · UNIVERSITY OF MICHIGAN AT ANN ARBOR · PI VALLEY, THOMAS SEBASTIAN · 2018 to 2022
$915k
Rapid Understanding of Best Practices in Rural Intensive Care (RUBRIC)R01HS028038 · AHRQ · UNIVERSITY OF MICHIGAN AT ANN ARBOR · PI VALLEY, THOMAS SEBASTIAN · 2021 to 2022
$776k
AHRQ HHS R01 HS028038NHLBI NIH HHS K23 HL140165
6 · The paper itself

Abstract

The majority of chronic conditions that plague the USA are modifiable by lifestyle change. Lifestyle interventions that incorporate family members for social support and that use game design elements to engage family members have the potential to improve upon traditional interventions, which have largely been unsustainable. Determining the populations where family member support in a lifestyle intervention are present and the extent of gamification of lifestyle intervention components that engage these family members is an important and underexplored area of work. A systematic review of lifestyle interventions involving family members were reviewed for game design elements using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework. Game design elements related to engaged learning and motivational affordances from previous literature were included. Sixty-one studies met inclusion criteria. These studies reported on 50 independent interventions that were reviewed. Thirty-one of these interventions addressed lifestyle in those with a chronic condition, and 19 addressed lifestyle in those at high risk for chronic conditions. The majority of the lifestyle interventions included at least one game design element, yet overall there were limited elements utilized together. Compared with successful gamified programs that have greatly impacted a population's health behaviors, there were relatively a limited number of elements reported, particularly those that support social relatedness, such as meaningful storylines. Meaningfulness of the game design elements chosen and their arrangement was not apparent. Technology was under-utilized as a potential modality for intervention component delivery. Developing products to train researchers to properly apply game design elements to intervention components, as well as test their effectiveness, are areas for future research.

Indexed as

Life StyleMotivationHealth BehaviorHealth PromotionHumansLearningChronic conditionsFamily memberGame designGamificationLifestyle intervention

Identifiers

PMID33786746
PMCPMC8460596

What OpenQuestion holds

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Registered trials

None linked

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.