ReviewThe Lancet regional health. Western Pacific2023
Gamification and older adults: opportunities for gamification to support health promotion initiatives for older adults in the context of COVID-19.
Review in The Lancet regional health. Western Pacific, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 11 papers, 1 of them a synthesis that pooled it.
What it found
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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
11 citing papers in PubMed, 1 synthesis or guideline pooled it.
- The impact of Exergames on emotional experience: a systematic review.Frontiers in public health · 2023Pooled it
- Evaluation of a Gamification-Based Intervention to Enhance Intergenerational Communication: Pre-Post Mixed Methods Evaluation.JMIR aging · 2026Article
- Balance Assessment Using Gamified Digital Technology in Community-Dwelling Older Adults: Mixed Methods Validation Study and Randomized Controlled Trial.JMIR serious games · 2026Article
- Using Step Trackers Among Older People Receiving Aged Care Services Is Feasible and Acceptable: A Mixed-Methods Study.Healthcare (Basel, Switzerland) · 2025Article
- Move to Remember: The Role of Physical Activity and Exercise in Preserving and Enhancing Cognitive Function in Aging-A Narrative Review.Geriatrics (Basel, Switzerland) · 2025Review
- Feasibility and acceptability of gamified cycling exercise for residents in a long-term care home: A qualitative study.PloS one · 2025Article
- ADL+: A Digital Toolkit for Multidomain Cognitive, Physical, and Nutritional Interventions to Prevent Cognitive Decline in Community-Dwelling Older Adults.International journal of environmental research and public health · 2024Article
- Development and Validation of a Game for Older Adults on Lifestyles and Frailty.Nursing reports (Pavia, Italy) · 2024Article
- Review
- Othering Older People's Housing: Gaming Ageing to Support Future-Planning.International journal of environmental research and public health · 2024Article
- A Digital Gaming Intervention to Strengthen the Social Networks of Older Dutch Adults: Mixed Methods Process Evaluation of a Digitally Conducted Randomized Controlled Trial.JMIR formative research · 2023Article
Corrections and comments
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Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
The COVID-19 pandemic has increased reliance on digital service delivery, including the delivery of health promotion initiatives. Health promotion interventions need to carefully consider user engagement. Gamification is a strategy used to engage and motivate people, and evidence shows overall cautious positive results in the use of gamification for older people across a range of health areas although more evidence is needed. Gamification has been used as a strategy in COVID-19 related initiatives and there is potential to build on the evidence to further develop gamification initiatives for those living in the Western Pacific region to impact positively on healthy behaviours and health outcomes.
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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.