SynthesisJournal of medical Internet research2021
Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).
Synthesis in Journal of medical Internet research, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 37 papers, 4 of them syntheses that pooled it.
What it found
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Who cites it
37 citing papers in PubMed, 4 syntheses or guidelines pooled it.
- Effects of Virtual Reality-Based Physical Exercise Interventions on Behavioral, Executive Function, and Motor Outcomes in Children and Adolescents With Autism Spectrum Disorder: Systematic Review and Meta-Analysis.Journal of medical Internet research · 2026Pooled it
- Innovative Didactic Learning Formats: Have They Improved Dental Education? A Systematic Review and Meta-Analysis.International endodontic journal · 2026Pooled it
- Advancements and challenges in methodological approaches for game-based health interventions: a scoping review.Frontiers in digital health · 2025Pooled it
- mHealth-Based Gamification Interventions Among Men Who Have Sex With Men in the HIV Prevention and Care Continuum: Systematic Review and Meta-Analysis.JMIR mHealth and uHealth · 2024Pooled it
- Effect of Gamification on Improved Adherence to Inhaled Medications in Chronic Obstructive Pulmonary Disease: Randomized Controlled Trial.Journal of medical Internet research · 2025Trial
- An Interactive Narrative Intervention to Increase Adolescents' Knowledge and Self-Efficacy to Reduce Alcohol Use: Pre-Post Study.JMIR formative research · 2026Article
- Serious Games in Nursing Education: Scoping Review of Applications, Effectiveness, and Future Directions.JMIR serious games · 2026Review
- Gamified Assessment of Cognitive Impulsivity in Eating Disorders and Mental Ill-Health: Mixed Methods Study Incorporating Lived Experience Co-Design and Evaluation.JMIR serious games · 2026Article
- Willingness to use video-game or gamified application-based interventions to improve or strengthen emotional regulation, mental health, and mental well-being.Internet interventions · 2026Article
- mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review.JMIR mHealth and uHealth · 2026Article
- Gamification Enhances User Engagement and Task Performance in Prosthetic Vision Testing.Translational vision science & technology · 2026Article
- Co-designing a study on a health interventions with Myanmar migrant workers to address work-related musculoskeletal disorders in Thailand's seafood industry.Research involvement and engagement · 2026Article
- Mental Health Professionals' Views on Gaming to Inform Game-Based Interventions: Qualitative Cross-Sectional Study.JMIR serious games · 2026Article
- Gamification Enhances User Engagement and Task Performance in Prosthetic Vision Testing.medRxiv : the preprint server for health sciences · 2025Article
- Response Inhibition in borderline personality disorder assessed with a gamified stop signal task.Scientific reports · 2025Article
- Develop a personalised serious game applet for smoking cessation: protocol for enterprise-based cluster randomised controlled trial.BMJ open · 2025Article
- A Serious Game (Health Unit in Focus) for Enhancing Undergraduate Education on Older Adults' Health: Design and Validation Study.JMIR serious games · 2025Article
- Designing for Engagement in Primary Health Education Through Digital Game-Based Learning: Cross-National Behavioral Evidence from the iLearn4Health Platform.Behavioral sciences (Basel, Switzerland) · 2025Article
- Article
- Effects of a Session of Exergames and Traditional Games on Inhibitory Control in Children With Autism Spectrum Disorder: Randomized Controlled Crossover Trial.JMIR serious games · 2025Article
Corrections and comments
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Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundIn health care, the use of game-based interventions to increase motivation, engagement, and overall sustainability of health behaviors is steadily becoming more common. The most prevalent types of game-based interventions in health care research are gamification and serious games. Various researchers have discussed substantial conceptual differences between these 2 concepts, supported by empirical studies showing differences in the effects on specific health behaviors. However, researchers also frequently report cases in which terms related to these 2 concepts are used ambiguously or even interchangeably. It remains unclear to what extent existing health care research explicitly distinguishes between gamification and serious games and whether it draws on existing conceptual considerations to do so.
objectiveThis study aims to address this lack of knowledge by capturing the current state of conceptualizations of gamification and serious games in health care research. Furthermore, we aim to provide tools for researchers to disambiguate the reporting of game-based interventions.
methodsWe used a 2-step research approach. First, we conducted a systematic literature review of 206 studies, published in the Journal of Medical Internet Research and its sister journals, containing terms related to gamification, serious games, or both. We analyzed their conceptualizations of gamification and serious games, as well as the distinctions between the two concepts. Second, based on the literature review findings, we developed a set of guidelines for researchers reporting on game-based interventions and evaluated them with a group of 9 experts from the field.
resultsOur results show that less than half of the concept mentions are accompanied by an explicit definition. To distinguish between the 2 concepts, we identified four common approaches: implicit distinction, synonymous use of terms, serious games as a type of gamified system, and distinction based on the full game dimension. Our Game-Based Intervention Reporting Guidelines (GAMING) consist of 25 items grouped into four topics: conceptual focus, contribution, mindfulness about related concepts, and individual concept definitions.
conclusionsConceptualizations of gamification and serious games in health care literature are strongly heterogeneous, leading to conceptual ambiguity. Following the GAMING can support authors in rigorous reporting on study results of game-based interventions.
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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.