Evidence map›Paper›PMID 41195374›Full record

ArticleDigital health

Model to personalize mobiles applications according to the gamification user types for health behavioral change.

Laëtitia Gosetto, Gilles Falquet, Fréderic Ehrler

Abstract read
In one paragraph

Article in Digital health. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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

0 citing papers in PubMed.

No citing paper in PubMed yet.

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

3 authors.

Laëtitia GosettoGeneva School of Economics and Management, University of Geneva, Geneva, Switzerland.ORCID https://orcid.org/0000-0002-9432-2160
Gilles FalquetGeneva School of Economics and Management, University of Geneva, Geneva, Switzerland.ORCID https://orcid.org/0000-0002-1401-5110
Fréderic EhrlerDirection of Digital Transformation and Augmented Intelligence, Geneva University Hospitals, Geneva, Switzerland.ORCID https://orcid.org/0000-0001-9734-3242

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Adopting healthy habits improves longevity and well-being. Mobile health (mHealth) apps support such behaviors, with over 35,000 available as of 2018. Personalization and gamification are recognized as effective strategies to enhance user engagement and behavioral outcomes in mHealth applications. Objectives: This cross-sectional study explores links between user typologies (Hexad Scale) and preferences for 15 game and behavior change mechanisms. Methods: A preference matrix, derived from the literature, was tested on data from 214 respondents ( Results: Significant associations were observed for five mechanisms. Philanthropists were less likely to prefer collection (OR = 0.77, Conclusion: This study validated the preference matrix, highlighting four mechanisms, self-monitoring, progression, challenge, and quest, as broadly appealing across user profiles for mHealth design. Three novel profile-mechanism associations were identified, refining the model and underscoring the need for replication with a more diverse sample.

Indexed as

behavior change techniquegamificationHexad ScalemHealthpersonalization

Identifiers

PMID41195374
PMCPMC12583868

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.