Evidence map›Paper›PMID 38421688›Full record

ArticleJMIR serious games2024

Digital Gamification Tools to Enhance Vaccine Uptake: Scoping Review.

Hina Hakim, S Michelle Driedger, Dominique Gagnon, Julien Chevrier, Geneviève Roch, Eve Dubé, Holly O Witteman

Abstract readScoping Review
In one paragraph

Article in JMIR serious games, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed, 2 pooled it
–field-weighted citation impact
1 · What the graph read from 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.

2 · The registry

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.

3 · Its place in the literature

Who cites it

9 citing papers in PubMed, 2 syntheses or guidelines pooled it.

  1. Pooled it
  2. Pooled it
  3. Article
  4. Article
  5. Review
  6. Article
  7. [Digital innovations in vaccination communication].Bundesgesundheitsblatt, Gesundheitsforschung, Gesundheitsschutz · 2025
    Article
  8. Article
  9. Review
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Hina Hakim *Department of Family and Emergency Medicine, Université Laval, Québec City, QC, Canada.ORCID https://orcid.org/0000-0003-0517-2621
S Michelle DriedgerDepartment of Community Health Sciences, University of Manitoba, Winnipeg, MB, Canada.ORCID https://orcid.org/0000-0003-3769-5785
Dominique GagnonDirection des risques biologiques, Institut national de santé publique du Québec, Quebec City, QC, Canada.ORCID https://orcid.org/0000-0001-7187-2437
Julien ChevrierBibliothèque Louise-Lalonde-Lamarre, Polytechnique Montréal, Montréal, QC, Canada.ORCID https://orcid.org/0009-0005-6273-4258
Geneviève RochFaculty of Nursing, Université Laval, Quebec City, QC, Canada.ORCID https://orcid.org/0000-0003-1695-1401
Eve DubéDirection des risques biologiques, Institut national de santé publique du Québec, Quebec City, QC, Canada.ORCID https://orcid.org/0000-0003-1336-1510
Holly O WittemanDepartment of Family and Emergency Medicine, Université Laval, Québec City, QC, Canada.ORCID https://orcid.org/0000-0003-4192-0682

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundGamification has been used successfully to promote various desired health behaviors. Previous studies have used gamification to achieve desired health behaviors or facilitate their learning about health.

objectiveIn this scoping review, we aimed to describe digital gamified tools that have been implemented or evaluated across various populations to encourage vaccination, as well as any reported effects of identified tools.

methodsWe searched Medline, Embase, CINAHL, the Web of Science Core Collection, the Cochrane Database of Systematic Reviews, the Cochrane Central Register of Controlled Trials, Academic Search Premier, PsycInfo, Global Health, and ERIC for peer-reviewed papers describing digital gamified tools with or without evaluations. We also conducted web searches with Google to identify digital gamified tools lacking associated publications. We consulted 12 experts in the field of gamification and health behavior to identify any papers or tools we might have missed. We extracted data about the target population of the tools, the interventions themselves (eg, type of digital gamified tool platform, type of disease/vaccine, type and design of study), and any effects of evaluated tools, and we synthesized data narratively.

resultsOf 1402 records, we included 28 (2%) peer-reviewed papers and 10 digital gamified tools lacking associated publications. The experts added 1 digital gamified tool that met the inclusion criteria. Our final data set therefore included 28 peer-reviewed papers and 11 digital gamified tools. Of the 28 peer-reviewed papers, 7 (25%) explained the development of the tool, 16 (57%) described evaluation, and 2 (7%) reported both development and evaluation of the tool. The 28 peer-reviewed papers reported on 25 different tools. Of these 25 digital gamified tools, 11 (44%) were web-based tools, 8 (32%) mobile (native mobile or mobile-enabled web) apps, and 6 (24%) virtual reality tools. Overall, tools that were evaluated showed increases in knowledge and intentions to receive vaccines, mixed effects on attitudes, and positive effects on beliefs. We did not observe discernible advantages of one type of digital gamified tool (web based, mobile, virtual reality) over the others. However, a few studies were randomized controlled trials, and publication bias may have led to such positive effects having a higher likelihood of appearing in the peer-reviewed literature.

conclusionsDigital gamified tools appear to have potential for improving vaccine uptake by fostering positive beliefs and increasing vaccine-related knowledge and intentions. Encouraging comparative studies of different features or different types of digital gamified tools could advance the field by identifying features or types of tools that yield more positive effects across populations and contexts. Further work in this area should seek to inform the implementation of gamification for vaccine acceptance and promote effective health communication, thus yielding meaningful health and social impacts.

Indexed as

behavior changebehaviour changeCOVIDCOVID-19digital gamedigital gamified toolsgamificationgamifiedhealth behaviorhealth behaviourhealth promotionreview methodSARS-CoV-2scoping reviewvaccinationvaccinevaccine uptake

Identifiers

PMID38421688
PMCPMC10906656

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.