ArticleJMIR serious games2023
The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review.
Article in JMIR serious games, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 31 papers, 1 of them a synthesis that pooled it.
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Who cites it
31 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Hardware and software design trends and considerations in gamified stroke rehabilitation: Results from a systematic review.Medical & biological engineering & computing · 2026Pooled it
- The effect of game-based education on adherence to treatment and anxiety level in type 2 diabetics started on insulin therapy.PloS one · 2026Trial
- Effect of Gamification on Improved Adherence to Inhaled Medications in Chronic Obstructive Pulmonary Disease: Randomized Controlled Trial.Journal of medical Internet research · 2025Trial
- A Therapist-Configurable Serious Game System for Upper-Limb Neurorehabilitation: A Pilot Feasibility Study.Sensors (Basel, Switzerland) · 2026Article
- Symptom Tracking for Patient-Reported Outcomes in Cancer: User-Centered Design of the AthenaCompanion Web Application.Journal of medical Internet research · 2026Article
- Real-World Impact of Electronic Patient-Reported Outcomes on Early Intervention Among Older Patients With Lung Cancer: Prospective Cohort Study.JMIR cancer · 2026Article
- Application of gamified interventions in children with type 1 diabetes: a scoping review.BMC pediatrics · 2026Article
- The co-creation of Foot Selfie, a patient-centered mobile intervention to prevent diabetic foot ulcers.BMC health services research · 2026Article
- User-Centered Demand Analysis for a Virtual Reality Pelvic Floor Rehabilitation System: Cross-Sectional Study Using the Kano Model.Healthcare (Basel, Switzerland) · 2026Article
- Review
- mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review.JMIR mHealth and uHealth · 2026Article
- User Experiences of Behavioral and Psychological Change Techniques in a Walking-Based Mobile Exergame: Cross-Sectional Qualitative Study.JMIR serious games · 2026Article
- Improving Health-Related Symptoms and Behaviors in Children and Adolescents Diagnosed With Diabetes by Using a Virtual Reality-Gamified Self-Care Method: Randomized Controlled Trial.JMIR XR and spatial computing · 2026Article
- Design and impact of gamification, theory-driven frameworks, and human-centered design in mobile health applications for preconception care: A systematic review protocol.Journal of education and health promotion · 2026Review
- The Current Status, Challenges, and Optimization Strategies for Self-Management in Patients with COPD: A Review.International journal of chronic obstructive pulmonary disease · 2026Review
- Data-driven analysis of Armeo Spring performance across neurological disorders: implications for personalized upper limb neurorehabilitation.Frontiers in robotics and AI · 2026Article
- Gamified Optimized Diabetes Management With Artificial Intelligence-Powered Rural Telehealth Intervention (GODART): Protocol for an Optimization Pilot and Feasibility Trial.JMIR research protocols · 2025Article
- Gamifying anatomy outreach: An underexplored opportunity.Anatomical sciences education · 2025Review
- Digital nudges and gamification: how the China state promotes citizens to manage chronic diseases in neighborhoods.BMC public health · 2025Article
- Review
Corrections and comments
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Authors and funding
6 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
backgroundChronic disease self-management is a public health issue of worldwide concern, and gamification is an emerging strategy to improve patients' participation in chronic disease self-management. Some studies have summarized designs for the gamification of chronic disease self-management from the perspective of eHealth technology, but they have not mentioned differences in design methods, functions, and evaluation methods of gamified designs for self-management in different chronic diseases.
objectiveThis scoping review aims to synthesize the characteristics of realization forms, functions, and evaluation methods in chronic disease self-management gamification to improve self-management among the chronic disease population.
methodsWe applied a methodological framework for scoping reviews and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist. As of January 7, 2023, we systematically searched 9 databases for relevant studies from January 2012 to December 2022. Related data were extracted based on the research questions. We calculated the frequencies, charted the quantitative data, and coded the extracted material for qualitative content analysis.
resultsWe retrieved 16,221 records, of which 70 (0.43%) met the eligibility criteria. In the included research, the target populations for gamified designs for self-management of chronic diseases included patients with stroke, cancer, diabetes, chronic obstructive pulmonary disease, coronary heart disease, obesity, and hypertension. Almost all studies mentioned technical support for gamification (68/70, 97%), mainly in the form of active video games (58/70, 83%); however, less than half of the studies mentioned the theoretical basis for gamification (31/70, 44%). There were 37 concepts or theories relevant to gamification design, most of which were in the field of psychology or were cross-disciplinary (n=33, 89%). Gamification for the self-management of chronic diseases has been widely recognized, including for promoting physical exercise and rehabilitation training (48/99, 48%), increasing initiative for symptom management (18/99, 18%), providing psychological support (14/99, 14%), improving cognitive function (12/99, 12%), and improving medication adherence (7/99, 7%). A total of 39 studies mentioned the gamification effect; however, we did not find a unified evaluation standard.
conclusionsThis scoping review focuses on gamification designs for chronic disease self-management and summarizes the realization forms and functions of gamification in self-management for different patient populations. With practice in a gamified internet-based environment, patients can not only master the knowledge and skills of self-management in fascinating scenarios but also benefit from gaming experience and make better health-related decisions in real life. It is worth noting that a comprehensive evaluation of the users as well as a personalized and targeted intervention should be developed before gamification.
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