Evidence map›Paper›PMID 41445941›Full record

ReviewRisk management and healthcare policy2025

Gamification-Based Interventions in Chronic Disease Care: A Systematic Review of Randomised Controlled Trials.

Etika Emaliyawati, Kusman Ibrahim, Titis Kurniawan, Nita Fitria, Praneed Songwathana

Abstract readReview
In one paragraph

Review in Risk management and healthcare policy, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed, 1 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

1 citing paper in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
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.

Etika EmaliyawatiDepartment of Emergency and Critical Care Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0002-9123-4843
Kusman IbrahimDepartment of Medical-Surgical Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0001-8609-288X
Titis KurniawanDepartment of Medical-Surgical Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.
Nita FitriaDepartment of Fundamental Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0001-9970-0135
Praneed SongwathanaFaculty of Nursing, Prince of Songkla University, Songkhla, 90110, Thailand.ORCID 0000-0003-1967-848X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: The increasing global burden of chronic conditions demands novel interventions that are both interactive and sustainable. Gamification has emerged as an innovative strategy to enhance patient engagement and self-management in chronic disease care. Although gamification is widely adopted in healthcare, a review of evidence on its effectiveness across various clinical settings remains inconsistent. Purpose: This review aimed to identify the effectiveness of gamification-based interventions in improving outcomes among patients with chronic diseases. Methods: A comprehensive systematic literature search was conducted using three major databases: EBSCOhost, PubMed, and Scopus, along with two search engines, including Google Scholar and Sage Journal, without year limitations, following PRISMA 2020 and Cochrane methodological guidelines. Eligible studies were RCTs involving adult patients with chronic illness that implemented gamification interventions. Data were extracted and analysed through qualitative thematic synthesis. Results: A total of 17 RCTs met the inclusion criteria. Three categories of interventions were identified: (1) active video games for rehabilitation, (2) virtual reality (VR)-based intervention, and (3) digital gamification for education and behaviour change. Across these studies, four consistent outcome domains were identified: physical function improvement, psychological well-being, adherence and self-management, and motivation and engagement. Most studies reported significant improvements in physical function. Conclusion: Gamification demonstrates multidimensional benefits, integrating physical, psychological, and behavioural improvements within patient-centred digital health frameworks. The success of these interventions depends on aligning game design mechanics with clinical objectives. Future studies should emphasise hybrid, long-term models combining VR, mobile platforms, and clinician feedback systems to enhance sustainability and scalability in chronic disease management.

Indexed as

active video gamesadherencechronic diseasegamificationvirtual reality

Identifiers

PMID41445941
PMCPMC12723139

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC
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.