ArticleJMIR mHealth and uHealth2022
The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review.
Article 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 61 papers, 3 of them syntheses that pooled it.
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Who cites it
61 citing papers in PubMed, 3 syntheses or guidelines pooled it.
- The Application of Gamification in Children's Oral Health Management: Systematic Review.Journal of medical Internet research · 2025Pooled it
- Effectiveness of eHealth for Medication Adherence in Renal Transplant Recipients: Systematic Review and Meta-Analysis.Journal of medical Internet research · 2025Pooled it
- The impact of Exergames on emotional experience: a systematic review.Frontiers in public health · 2023Pooled it
- Effects of the Digital App "Support, Monitoring and Reminder Technology for Mild Dementia" (SMART4MD) on People With Mild Cognitive Impairment and Their Informal Caregivers: 18-Month Multicenter Pragmatic Randomized Controlled Trial.Journal of medical Internet research · 2026Trial
- Improving Pre-Exposure Prophylaxis Adherence in People at Risk for HIV: Secondary Analysis of a Digital Health Intervention to Enhance User Engagement.JMIR mHealth and uHealth · 2026Trial
- Increasing adherence and collecting symptom-specific biometric signals in remote monitoring of heart failure patients: a randomized controlled trial.Journal of the American Medical Informatics Association : JAMIA · 2025Trial
- Enhancing tuberculosis treatment adherence and motivation through gamified real-time mobile app utilization: a single-arm intervention study.BMC public health · 2024Trial
- A mobile app-based intervention improves anthropometry, body composition and fitness, regardless of previous active-inactive status: a randomized controlled trial.Frontiers in public health · 2024Trial
- Social media usage and students' social anxiety, loneliness and well-being: does digital mindfulness-based intervention effectively work?BMC psychology · 2023Trial
- Evaluation of the effectiveness of the FOCUS ADHD App in monitoring adults with attention-deficit/hyperactivity disorder.European psychiatry : the journal of the Association of European Psychiatrists · 2023Trial
- Gaming for Adherence to Medication using Ehealth in Rheumatoid arthritis (GAMER) study: a randomised controlled trial.RMD open · 2022Trial
- Association of an AI-Enabled Gamified Mobile Health App on Blood Pressure Outcomes in a Matched Cohort.Journal of general internal medicine · 2026Article
- Impact of telehealth modalities on medication adherence in older adults with heart disease: Evidence from NHATS.Internet interventions · 2026Article
- Cardiovascular Disease, Sleep-Disordered Breathing, and Artificial Intelligence: From Neutral Trials to Precision Sleep Cardiology.Reviews in cardiovascular medicine · 2026Review
- Gamified Feedback-Based Training System for Pediatric Asthma Inhaler Use: Mixed Methods Randomized Crossover Study.JMIR serious games · 2026Article
- mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review.JMIR mHealth and uHealth · 2026Article
- Geographical Disparities in Accessing and Utilizing Digital Health and Strategies to Mitigate These Disparities: A Literature Review.Health science reports · 2026Article
- Exploring Perceived Utility of a Clinic-Integrated HIV Prevention App for Men Who Have Sex With Men in Malaysia: A Qualitative Think-Aloud Study.Health science reports · 2026Article
- i-MoMCARE: AI-enabled mobile app for maternal and child health care in Cambodia - a pilot implementation and evaluation study.BMJ health & care informatics · 2026Article
- Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry.JMIR serious games · 2026Article
1 more citing papers are in PubMed but not listed here.
Corrections and comments
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Authors and funding
4 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundEmerging health care strategies addressing medication adherence include the use of direct-to-patient incentives or elements adapted from computer games. However, there is currently no published evidence synthesis on the use of gamification or financial incentives in mobile apps to improve medication adherence.
objectiveThe aim of this scoping review is to synthesize and appraise the literature pertaining to the use of mobile apps containing gamification or financial incentives for medication adherence. There were two objectives: to explore the reported effectiveness of these features and to describe and appraise the design and development process, including patient involvement.
methodsThe following databases were searched for relevant articles published in English from database inception to September 24, 2020: Embase, MEDLINE, PsycINFO, CINAHL, and Web of Science. The framework by Arksey and O'Malley and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist guided this scoping review. Using a systematic screening process, studies were included if incentives or game features were used within mobile apps to specifically address medication adherence. An appraisal using risk of bias tools was also applied to their respective study design.
resultsA total of 11 studies from the initial 691 retrieved articles were included in this review. Across the studies, gamification alone (9/11, 82%) was used more than financial incentives (1/11, 9%) alone or a combination of the two (1/11, 9%). The studies generally reported improved or sustained optimal medication adherence outcomes; however, there was significant heterogeneity in the patient population, methodology such as outcome measures, and reporting of these studies. There was considerable variability in the development process and evaluation of the apps, with authors opting for either the waterfall or agile methodology. App development was often guided by a theory, but across the reviewed studies, there were no common theories used. Patient involvement was not commonly evident in predevelopment phases but were generally reserved for evaluations of feasibility, acceptance, and effectiveness. Patient perspectives on gamified app features indicated a potential to motivate positive health behaviors such as medication adherence along with critical themes of repetitiveness and irrelevance of certain features. The appraisal indicated a low risk of bias in most studies, although concerns were identified in potential confounding.
conclusionsTo effectively address medication adherence via gamified and incentivized mobile apps, an evidence-based co-design approach and agile methodology should be used. This review indicates some adoption of an agile approach in app development; however, patient involvement is lacking in earlier stages. Further research in a generalized cohort of patients living with chronic conditions would facilitate the identification of barriers, potential opportunities, and the justification for the use of gamification and financial incentives in mobile apps for medication adherence.
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