ReviewBehavioral sciences (Basel, Switzerland)2024
Promoting Physical and Mental Health among Children and Adolescents via Gamification-A Conceptual Systematic Review.
Review in Behavioral sciences (Basel, Switzerland), 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 50 papers, 6 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
50 citing papers in PubMed, 6 syntheses or guidelines pooled it.
- The role of internet-based therapies in adolescents' quality of life: a systematic review and meta-analysis.BMC psychology · 2026Pooled it
- Leveling up immunization: a systematic review of gamification interventions to improve Human Papillomavirus (HPV) vaccine uptake.BMC public health · 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
- Analyzing metaverse-based digital therapies, their effectiveness, and potential risks in mental healthcare.Scientific reports · 2025Pooled it
- Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT-A Systematic Review.Medicina (Kaunas, Lithuania) · 2024Pooled it
- Integrating Clinical Neuropsychology and Psychotic Spectrum Disorders: A Systematic Analysis of Cognitive Dynamics, Interventions, and Underlying Mechanisms.Medicina (Kaunas, Lithuania) · 2024Pooled it
- Gamified IMU Sensor-Based System for Training Head-Orientation Tasks in Healthy Teenagers: Event-Driven Architecture and Randomised Pilot Feasibility Study.Sensors (Basel, Switzerland) · 2026Trial
- Evaluation of a web-based back prevention program for primary school children: a randomized controlled trial.Scientific reports · 2025Trial
- Effectiveness of an AI- and Gamification-Based Health Literacy Program for Improving Alcohol-Preventive Behaviors Among Hazardous-Drinking Vocational Students: A Quasi-Experimental Study.International journal of environmental research and public health · 2026Article
- Gamified Physical Education and Cognitive Performance Among Chinese Secondary School Students: Cross-Sectional Moderation Mediation Study.JMIR serious games · 2026Article
- Food Game: A Gamified Interventional Study to Promote Healthy Eating, Lifestyle Behaviours, and Sustainability in Italian High School.Nutrients · 2026Article
- Neural Efficiency and Sensorimotor Adaptations in Swimming Athletes: A Systematic Review of Neuroimaging and Cognitive-Behavioral Evidence for Performance and Wellbeing.Brain sciences · 2026Review
- Association Between Weekly Moderate-to-Vigorous Physical Activity and Emotional Intelligence Factors in Spanish Adolescents: Perspectives for Digital and Gamified Interventions.Journal of Intelligence · 2026Article
- Gamification-Based Interventions for Treatment Adherence and Self-Management in Pediatric Chronic Diseases: A Scoping Review with Implications for Thalassemia.Journal of multidisciplinary healthcare · 2026Review
- A multimodal tableware system for supporting mindful eating in solo dining: a pilot study.Frontiers in public health · 2026Article
- Prosodic regularity and reader reception in three-word rhyming couplets: a four-pronged investigation ofFrontiers in psychology · 2026Article
- Social-Cognitive Factors in Antisocial Behavior and School Violence: A Cross-Sectional Analysis of Greek Vocational Students.Children (Basel, Switzerland) · 2025Article
- Cross-sectional associations between intrinsic and extrinsic motivation for physical activity and body composition in adolescents with obesity.Obesity pillars · 2025Article
- Integrating digital health into pediatric obesity management: Current practices and future perspectives.Obesity pillars · 2025Review
- Digital nudges and gamification: how the China state promotes citizens to manage chronic diseases in neighborhoods.BMC public health · 2025Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
The rapid growth in digital technology usage among children and adolescents has highlighted the need for novel approaches to promote their physical and mental health. This paper investigates the viability of gamification-the application of game mechanics to non-gaming contexts-as a potent instrument for health promotion and mental health support. This conceptual systematic review seeks to examine the various published articles promoting children and adolescents' physical and mental health through gamified techniques. These interventions can provide an interactive and engaging platform for encouraging physical activity, promoting healthy nutrition, enhancing emotional regulation, and promoting mental health. The significance of this topic stems from the pervasive use of electronic games, beginning at a young age, which makes them popular educational tools. For the review to be systematic and reproducible, the PsycINFO, Scopus, PubMed, and Elsevier databases were searched and the PRISMA method was utilized for the analysis. After analyzing the research data, empirical studies assessing the use of gamification in promoting adolescents' physical and mental health are discussed. In conclusion, gamification has demonstrated promise for promoting children's and adolescents' physical and mental health. It improves motivation, commitment, and adherence to healthy behaviors. However, additional research is required to evaluate gamification interventions' long-term effectiveness and sustainability in promoting health behaviors among this population.
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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.