ReviewRisk management and healthcare policy2025
Gamification-Based Interventions in Chronic Disease Care: A Systematic Review of Randomised Controlled Trials.
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.
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.
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.
Who cites it
1 citing paper in PubMed, 1 synthesis or guideline pooled it.
- Effect of virtual reality technology on balance ability intervention in stroke patients: a systematic review and meta-analysis.Frontiers in physiology · 2026Pooled it
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
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
Identifiers
What OpenQuestion holds
Registered trials
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.