SynthesisJournal of medical Internet research2022
Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials.
Synthesis in Journal of medical Internet research, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 93 papers, 10 of them syntheses 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
93 citing papers in PubMed, 10 syntheses or guidelines pooled it.
- Digital Tools' Effectiveness on Physical Activity Outcomes in Children and Adolescents: Umbrella Review.JMIR public health and surveillance · 2026Pooled it
- Effectiveness of exergaming interventions for adults with cancer: a systematic review.Frontiers in oncology · 2026Pooled it
- Remote exercise snacking and fall-related functional outcomes in older adults: a systematic review including a meta-analysis.Frontiers in physiology · 2026Pooled it
- Meta-analyses of randomized controlled trials assessing the effect of digital tools on step count and moderate-to-vigorous physical activity in healthy children and adolescents.Frontiers in digital health · 2026Pooled it
- Lifestyle eHealth and mHealth Interventions for Children and Adolescents: Systematic Umbrella Review and Meta-Meta-Analysis.Journal of medical Internet research · 2025Pooled it
- Parents' experiences of family-based physical activity interventions: a systematic review and qualitative evidence synthesis.The international journal of behavioral nutrition and physical activity · 2025Pooled it
- Effectiveness of Gamification on Enjoyment and Satisfaction in Older Adults: Systematic Review and Meta-Analysis.JMIR aging · 2025Pooled it
- An umbrella review of the benefits and risks associated with youths' interactions with electronic screens.Nature human behaviour · 2024Pooled it
- Effect of ischemic compression on myofascial pain syndrome: a systematic review and meta-analysis.Chiropractic & manual therapies · 2022Pooled it
- System Usability Scale Benchmarking for Digital Health Apps: Meta-analysis.JMIR mHealth and uHealth · 2022Pooled it
- A Gamified Mobile Health Intervention to Promote Physical Activity, Executive Function, and Mental Health in College Students: Randomized Controlled Trial.Journal of medical Internet research · 2026Trial
- A Refined Mobile Health Intervention (SMARTFAMILY2.0) to Promote Physical Activity and Healthy Eating in a Family Setting: Randomized Controlled Trial.JMIR mHealth and uHealth · 2025Trial
- Effect of a Digital Health Physical Activity Program Integrating Gamification for Obesity Management in Comparison With Usual Care: Randomized Controlled Trial With an Ideographic Approach.Journal of medical Internet research · 2025Trial
- Time to Move: A 4-Week Gamified Mobile Application Intervention to Promote Physical Activity in Secondary School Students.European journal of sport science · 2025Trial
- "Balancing work and movement": barriers and enablers for being physically active at Indian workplaces - findings from SMART STEP trial.The international journal of behavioral nutrition and physical activity · 2024Trial
- The effect of gamification-based training on the knowledge, attitudes, and academic achievement of male adolescents in preventing substance and internet addiction.BMC medical education · 2023Trial
- Harnessing technology and gamification to increase adult physical activity: a cluster randomized controlled trial of the Columbia Moves pilot.The international journal of behavioral nutrition and physical activity · 2023Trial
- Effectiveness of Gamified Rehabilitation Interventions in Patients with Post-Stroke Dysphagia: A Meta-Analysis.Dysphagia · 2026Article
- Gamification Elements in Physical Activity Interventions: Scoping Review and Taxonomy Based on the Octalysis Framework.JMIR serious games · 2026Review
- Association of an AI-Enabled Gamified Mobile Health App on Blood Pressure Outcomes in a Matched Cohort.Journal of general internal medicine · 2026Article
33 more citing papers are in PubMed but not listed here.
Corrections and comments
- Commented on by
- Commented on by
Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundGamification refers to the use of game elements in nongame contexts. The use of gamification to change behaviors and promote physical activity (PA) is a promising avenue for tackling the global physical inactivity pandemic and the current prevalence of chronic diseases. However, there is no evidence of the effectiveness of gamified interventions with the existence of mixed results in the literature.
objectiveThe aim of this systematic review and meta-analysis is to evaluate the effectiveness of gamified interventions and their health care potential by testing the generalizability and sustainability of their influence on PA and sedentary behavior.
methodsA total of 5 electronic databases (PubMed, Embase, Scopus, Web of Science, and the Cochrane Central Register of Controlled Trials) were searched for randomized controlled trials published in English from 2010 to 2020. Eligibility criteria were based on the components of the participants, interventions, comparators, and outcomes framework. Studies were included when they used gamified interventions in daily life with an active or inactive control group and when they assessed a PA or sedentary behavior outcome. We conducted meta-analyses using a random-effects model approach. Sensitivity analyses, influence analyses, and publication bias analyses were performed to examine the robustness of our results.
resultsThe main meta-analysis performed on 16 studies and 2407 participants revealed a small to medium summary effect of gamified interventions on PA behavior (Hedges g=0.42, 95% CI 0.14-0.69). No statistical difference among different subgroups (adults vs adolescents and healthy participants vs adults with chronic diseases) and no interaction effects with moderators such as age, gender, or BMI were found, suggesting good generalizability of gamified interventions to different user populations. The effect was statistically significant when gamified interventions were compared with inactive control groups, such as waiting lists (Hedges g=0.58, 95% CI 0.08-1.07), and active control groups that included a nongamified PA intervention (Hedges g=0.23, 95% CI 0.05-0.41). This suggests that gamified interventions are not only efficient in changing behavior but also more effective compared with other behavioral interventions. The long-term effect (measured with follow-up averaging 14 weeks after the end of the intervention) was weaker, with a very small to small effect (Hedges g=0.15, 95% CI 0.07-0.23).
conclusionsThis meta-analysis confirms that gamified interventions are promising for promoting PA in various populations. Additional analyses revealed that this effect persists after the follow-up period, suggesting that it is not just a novelty effect caused by the playful nature of gamification, and that gamified products appear effective compared with equivalent nongamified PA interventions. Future rigorous trials are required to confirm these findings.
Indexed as
Identifiers
What OpenQuestion holds
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.