SynthesisJMIR mHealth and uHealth2022
The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review.
Synthesis in JMIR mHealth and uHealth, 2022. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 80 papers, 9 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
80 citing papers in PubMed, 9 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
- 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
- Effectiveness of mHealth-Based Gamified Interventions on Physical Activity in Older Adults: Systematic Review.JMIR aging · 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 active video games for promoting physical activity: an umbrella review.Frontiers in sports and active living · 2025Pooled it
- Pooled 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
- Effective Behavior Change Techniques in Digital Health Interventions for the Prevention or Management of Noncommunicable Diseases: An Umbrella Review.Annals of behavioral medicine : a publication of the Society of Behavioral Medicine · 2023Pooled it
- Design Features Associated With Engagement in Mobile Health Physical Activity Interventions Among Youth: Systematic Review of Qualitative and Quantitative Studies.JMIR mHealth and uHealth · 2023Pooled it
- Digital Peer Support to Increase Walking Among Older Adults: Cluster Randomized Trial.Journal of medical Internet research · 2026Trial
- An App-Based Cognitive Behavioral Therapy Program Tailored for College Students: Randomized Controlled Trial.JMIR mHealth and uHealth · 2025Trial
- Effects of a Comprehensive Intervention Program of Static-Dynamic Balance Training Combined with Reminiscence Therapy on the Level of Healthy Aging Among Older Adults in a Rural Community: A Randomized Controlled Trial.Clinical interventions in aging · 2025Trial
- Messenger App-Based Information Provision for Promoting Social Participation to Enhance Well-Being Among Community-Dwelling Adults: Randomized Controlled Trial.Journal of medical Internet research · 2024Trial
- Using the Nintendo™ Wii to Improve Physical Function and Reduce the Risk of Falls in Older Adults: A Randomized Controlled Clinical Trial.Sensors (Basel, Switzerland) · 2024Trial
- 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
- Clinic-Integrated Smartphone App (JomPrEP) to Improve Uptake of HIV Testing and Pre-exposure Prophylaxis Among Men Who Have Sex With Men in Malaysia: Mixed Methods Evaluation of Usability and Acceptability.JMIR mHealth and uHealth · 2023Trial
- Gamification Elements in Physical Activity Interventions: Scoping Review and Taxonomy Based on the Octalysis Framework.JMIR serious games · 2026Review
- Evaluating the Association of a Self-Guided, Asynchronous, Balance Exercise Application on Fall-Related Injuries.Journal of the American Geriatrics Society · 2026Article
- mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review.JMIR mHealth and uHealth · 2026Article
- Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry.JMIR serious games · 2026Article
20 more citing papers are in PubMed but not listed here.
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
11 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundIt is well known that regular physical exercise has associated benefits; yet, participation remains suboptimal. Mobile health (mHealth) has become an indispensable medium to deliver behavior change interventions, and there is a growing interest in the gamification apps in mHealth to promote physical activity (PA) participation. Gamification could use game design elements (such as points, leaderboards, and progress bars), and it has the potential to increase motivation for PA and engagement. However, mHealth-based gamification interventions are still emerging, and little is known about the application status and efficacy of such interventions.
objectiveThis systematic review aims to investigate gamification apps in mHealth for improving PA levels and simultaneously summarize the impact of gamification interventions on PA participation.
methodsWe searched PubMed, Scopus, Web of Science, Embase, CINAHL (EBSCO host), and IEEE Xplore from inception to December 20, 2020. Original empirical research exploring the effects of gamification interventions on PA participation was included. The papers described at least one outcome regarding exercise or PA participation, which could be subjective self-report or objective indicator measurement. Of note, we excluded studies about serious games or full-fledged games.
resultsOf 2944 studies identified from the database search, 50 (1.69%) were included, and the information was synthesized. The review revealed that gamification of PA had been applied to various population groups and broadly distributed among young people but less distributed among older adults and patients with a disease. Most of the studies (30/50, 60%) combined gamification with wearable devices to improve PA behavior change, and 50% (25/50) of the studies used theories or principles for designing gamified PA interventions. The most frequently used game elements were goal-setting, followed by progress bars, rewards, points, and feedback. This review demonstrated that gamification interventions could increase PA participation; however, the results were mixed, and modest changes were attained, which could be attributed to the heterogeneity across studies.
conclusionsOverall, this study provides an overview of the existing empirical research in PA gamification interventions and provides evidence for the efficacy of gamification in enhancing PA participation. High-quality empirical studies are needed in the future to assess the efficacy of a combination of gamification and wearable activity devices to promote PA, and further exploration is needed to investigate the optimal implementation of these features of game elements and theories to enhance PA participation.
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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.