Evidence map›Paper›PMID 40614259›Full record

ReviewJMIR serious games2025

Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review.

Pere Bosch-Barceló, Oriol Martínez-Navarro, Maria Masbernat-Almenara, Carlos Tersa-Miralles, Anni Pakarinen, Helena Fernández-Lago

Abstract readReview
In one paragraph

Review in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–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

3 citing papers in PubMed.

  1. Trial
  2. Article
  3. 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

6 authors.

Pere Bosch-BarcelóDepartment of Nursing and Physiotherapy, Universitat de Lleida, C/ Montserrat Roig, nº2, Lleida, 25198, Spain, 34 973702430.ORCID http://orcid.org/0000-0001-7146-9066
Oriol Martínez-NavarroDepartment of Nursing and Physiotherapy, Universitat de Lleida, C/ Montserrat Roig, nº2, Lleida, 25198, Spain, 34 973702430.ORCID http://orcid.org/0000-0002-0493-8229
Maria Masbernat-AlmenaraDepartment of Nursing and Physiotherapy, Universitat de Lleida, C/ Montserrat Roig, nº2, Lleida, 25198, Spain, 34 973702430.ORCID http://orcid.org/0000-0002-5822-239X
Carlos Tersa-MirallesDepartment of Nursing and Physiotherapy, Universitat de Lleida, C/ Montserrat Roig, nº2, Lleida, 25198, Spain, 34 973702430.ORCID http://orcid.org/0000-0001-7037-5033
Anni PakarinenDepartment of Nursing Science, University of Turku, Turku, Finland.ORCID http://orcid.org/0000-0002-9077-1663
Helena Fernández-LagoDepartment of Nursing and Physiotherapy, Universitat de Lleida, C/ Montserrat Roig, nº2, Lleida, 25198, Spain, 34 973702430.ORCID http://orcid.org/0000-0002-0772-666X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Parkinson disease (PD) is a rapidly growing neurological condition worldwide. While physiotherapy and exercise are effective interventions, the addition of motivational aspects that improve adherence could be beneficial for people with PD. Incorporating technological devices into motor rehabilitation, coupled with gamification elements, could enhance the relevance of rehabilitation and alleviate motor symptoms. Objective: The aim of this scoping review was to identify and classify the technological devices that integrate gamification elements used in motor rehabilitation in PD, and to describe the justification behind the use of these devices and elements in this context. Methods: We conducted a scoping review following the framework proposed by Joanna Briggs Institute, along with the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) guidelines. Major health science databases (MEDLINE, EMBASE, Scopus, Cochrane, Web of Science, PsycINFO, and Epistemonikos) were systematically searched. Relevant studies were included if they used technological interventions with gamification elements for motor symptom rehabilitation in PD. Gamification elements were extracted and categorized based on established frameworks, and content analysis was used to review the justifications for the use of technologies integrating gamification. Results: A total of 4451 studies were retrieved from the search. After the abstract and full-text screening, 81 studies were eligible for data extraction. The analysis identified 453 gamification elements across studies, with development and accomplishment being the most prominent core drive. Progress/feedback was the most frequently used element (79/81, 98% of studies), followed by points (70/81, 86%) and levels/progression (66/81, 81%). Other notable elements included badges, leaderboards, and customization, while several core drives, like ownership and possession, lacked reported elements. Most interventions were delivered through commercial video game consoles (33/81, 41%), followed by computer-based systems (32/81, 40%). Tablet-based applications and integrated rehabilitation platforms were used in 11% (9/81) and 10% (8/81) of the studies, respectively. The expected roles of technology were clear, but intentional use of gamification was scarce. Conclusions: This scoping review highlights the widespread adoption of technologies integrating gamification elements for motor symptom rehabilitation in individuals with PD. However, it also underscores a critical gap in understanding and justifying gamification mechanics. The current landscape relies heavily on commercial video games and emphasizes performance-based experiences, lacking theoretical grounding.

Indexed as

gamificationmotor rehabilitationParkinson diseasephysiotherapyrehabilitation

Identifiers

PMID40614259
PMCPMC12252148

What OpenQuestion holds

Textmetadata
LicenceCC BY
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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.