Evidence map›Paper›PMID 38573750›Full record

ArticleInteractive journal of medical research2024

Gamification and Oral Health in Children and Adolescents: Scoping Review.

Rui Moreira, Augusta Silveira, Teresa Sequeira, Nuno Durão, Jessica Lourenço, Inês Cascais, Rita Maria Cabral, Tiago Taveira Gomes

Open access · goldAbstract readScoping Review
In one paragraph

Article in Interactive journal of medical research, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 16 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
16citing papers in PubMed, 2 pooled it
6.6field-weighted citation impact, top 3% of its field
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

16 citing papers in PubMed, 2 syntheses or guidelines pooled it, 15 citations in OpenAlex.

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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

8 authors at 3 institutions in 3 countries.

Rui Moreira *School of Medicine and Biomedical Sciences, Instituto de Ciencias Biomédicas Abel Salazar, University of Porto, Porto, Portugal.ORCID https://orcid.org/0000-0002-4545-9638
Augusta Silveira *Faculty of Health Sciences, Fernando Pessoa University, University of Porto, Porto, Portugal.ORCID https://orcid.org/0000-0002-9349-3443
Teresa Sequeira *Faculty of Health Sciences, Fernando Pessoa University, University of Porto, Porto, Portugal.ORCID https://orcid.org/0000-0002-4147-4849
Nuno Durão *Department of Stomatology and Oral Maxillofacial Surgery, University Hospital Center of Santo António, Porto, Portugal.ORCID https://orcid.org/0000-0002-7279-9937
Jessica Lourenço *Department of Stomatology and Oral Maxillofacial Surgery, University Hospital Center of Santo António, Porto, Portugal.ORCID https://orcid.org/0009-0004-8860-5203
Inês Cascais *Paediatrics Department, Maternal & Child Center of the North, University Hospital Center of Santo António, Porto, Portugal.ORCID https://orcid.org/0000-0003-1856-7892
Rita Maria Cabral *Department of Stomatology and Oral Maxillofacial Surgery, University Hospital Center of Santo António, Porto, Portugal.ORCID https://orcid.org/0009-0008-7929-895X
Tiago Taveira Gomes *Faculty of Health Sciences, Fernando Pessoa University, University of Porto, Porto, Portugal.ORCID https://orcid.org/0000-0002-0998-6000
Hospital de Santo António · PTFernando Pessoa University · PTUniversidade do Porto · PT

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundOral health is a determinant of overall well-being and quality of life. Individual behaviors, such as oral hygiene and dietary habits, play a central role in oral health. Motivation is a crucial factor in promoting behavior change, and gamification offers a means to boost health-related knowledge and encourage positive health behaviors.

objectiveThis study aims to evaluate the impact of gamification and its mechanisms on oral health care of children and adolescents.

methodsA systematic search covered multiple databases: PubMed/MEDLINE, PsycINFO, the Cochrane Library, ScienceDirect, and LILACS. Gray literature, conference proceedings, and WHOQOL internet resources were considered. Studies from January 2013 to December 2022 were included, except for PubMed/MEDLINE, which was searched until January 2023. A total of 15 studies were selected following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The eligibility criteria were peer-reviewed, full-text, and empirical research related to gamification in oral health care, reports of impact, and oral health care outcomes. The exclusion criteria encompassed duplicate articles; unavailable full texts; nonoriginal articles; and non-digital game-related, non-oral health-related, and protocol studies. Selected studies were scrutinized for gamification mechanisms and outcomes. Two main questions were raised: "Does gamification in oral health care impact oral health?" and "Does oral health care gamification enhance health promotion and literacy?" The PICO (Patient, Intervention, Comparison, Outcome) framework guided the scoping review.

resultsInitially, 617 records were obtained from 5 databases and gray literature sources. After applying exclusion criteria, 15 records were selected. Sample size in the selected studies ranged from 34 to 190 children and adolescents. A substantial portion (11/15, 73%) of the studies discussed oral self-care apps supported by evidence-based oral health. The most clearly defined data in the apps were "brushing time" (11/11, 100%) and "daily amount brushing" (10/11, 91%). Most studies (11/15, 73%) mentioned oral health care behavior change techniques and included "prompt intention formation" (11/26, 42%), "providing instructions" (11/26, 42%), "providing information on the behavior-health link" (10/26, 38%), "providing information on consequences" (9/26, 35%), "modeling or demonstrating behavior" (9/26, 35%), "providing feedback on performance" (8/26, 31%), and "providing contingent rewards" (8/26, 31%). Furthermore, 80% (12/15) of the studies identified game design elements incorporating gamification features in oral hygiene applications. The most prevalent gamification features were "ideological incentives" (10/12, 83%) and "goals" (9/16, 56%), which were found in user-specific and challenge categories, respectively.

conclusionsGamification in oral health care shows potential as an innovative approach to promote positive health behaviors. Most studies reported evidence-based oral health and incorporated oral health care behavior change techniques.

Indexed as

gamificationgamification componentshealth behaviorintrinsic and extrinsic motivatorsmechanisms of gamificationoral health careoral health care applications

Identifiers

PMID38573750
PMCPMC11027059
OpenAlexW4388489986

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.