Evidence map›Paper›PMID 41171624›Full record

SynthesisJMIR aging2025

Effectiveness of mHealth-Based Gamified Interventions on Physical Activity in Older Adults: Systematic Review.

Lin Chen, Fenglin Jang, Min Li, Wei Zong, Huiqin Yu

Abstract readSystematic Review
In one paragraph

Synthesis in JMIR aging, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 6 papers.

0numbers the graph read from it
0cells of the map it votes in
6citing 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

6 citing papers in PubMed.

  1. Article
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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

5 authors.

Lin ChenScience and Education Training Department, Pengzhou City People's Hospital, No. 255, Section 2, South Third Ring Road, Zhihe Town, Pengzhou City, Chengdu City, China, 86 13258368162.ORCID http://orcid.org/0000-0001-5363-9981
Fenglin JangScience and Education Training Department, Pengzhou City People's Hospital, No. 255, Section 2, South Third Ring Road, Zhihe Town, Pengzhou City, Chengdu City, China, 86 13258368162.ORCID http://orcid.org/0009-0006-6889-2705
Min LiEndocrinology and Metabolism Department, First Hospital of China Medical University, Shenyang, China.ORCID http://orcid.org/0000-0001-5269-6028
Wei ZongIntensive Care Unit, Affiliated Hospital of Xuzhou Medical College, Xuzhou, China.ORCID http://orcid.org/0000-0002-5784-3354
Huiqin YuEndocrinology and Metabolism Department, Changsha People's Hospital, Changsha, China.ORCID http://orcid.org/0000-0003-3630-202X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Global aging presents significant socioeconomic and health challenges, particularly for older adults who face an increased risk of chronic diseases and reduced physical activity levels. Although physical activity is crucial for maintaining health, most older adults do not meet the recommended guidelines. Gamification and mobile health (mHealth) technologies offer innovative solutions to motivate physical activity; however, research focusing on older adults is limited, especially regarding the effectiveness and sustainability of such interventions. Objective: This study aims to synthesize evidence on the effectiveness of mHealth-based gamified interventions for improving physical activity in older adults. Methods: This systematic review followed Preferred Reporting Items for Systematic Reviews and Meta-Analyses and Meta-Analysis of Observational Studies in Epidemiology guidelines and analyzed studies from PubMed, Embase, Web of Science, CINAHL, Scopus, and Wiley Online Library, covering relevant literature from their inception up to May 2025. The inclusion criteria focused on gamified mHealth interventions for adults aged 60+ years, excluding serious games. Quality assessment was conducted according to the Joanna Briggs Institute standards, with data extracted on study design, gamification elements, and outcomes such as step counts and moderate-to-vigorous physical activity. Results: Of 2944 studies identified from the database search, 1454 individuals from 8 trials were included. Gamified interventions significantly increased daily step counts and time spent in moderate-to-vigorous physical activity among older adults. Goal setting and rewards were the most frequently used components, and the combined use of mobile and wearable devices offered greater flexibility and accessibility. A classification framework indicated that interventions integrating multiple gamification elements with hybrid technology systems were most effective, particularly when guided by a theoretical basis. However, the heterogeneity in study designs, small sample sizes, and lack of long-term follow-up studies limited the generalizability of the findings. Conclusions: mHealth-based gamification interventions demonstrate potential for increasing physical activity in older adults. Future interventions should consider employing multifaceted designs combining advanced gamification with hybrid technology systems, while also prioritizing theoretical integration, long-term sustainability, and caregiver involvement to improve sustainability and inclusivity. This review highlights the need for theory-driven, technology-mediated strategies that address the unique health needs of older adults.

Indexed as

ExerciseHealth PromotionTelemedicineVideo GamesAgedFemaleHumansMaleMiddle Agedgamificationgeriatricmobile healtholder adultsphysical activityPreferred Reporting Items for Systematic Reviews and Meta-AnalysesPRISMAsystematic review

Identifiers

PMID41171624
PMCPMC12577663

What OpenQuestion holds

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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.