Evidence map›Paper›PMID 41673627›Full record

SynthesisBMC public health2026

Leveling up immunization: a systematic review of gamification interventions to improve Human Papillomavirus (HPV) vaccine uptake.

Shafaq Taseen, Ramsha Ayub, Gul E Lala Noman, Mohammad Tahir Yousafzai

Abstract readSystematic Review
In one paragraph

Synthesis in BMC public health, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

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

1 citing paper in PubMed.

  1. Article
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

4 authors.

Shafaq TaseenDepartment of Community Health and Science, Aga Khan University, Karachi, Pakistan. s.angilahasan@gmail.com.
Ramsha AyubDepartment of Community Health and Science, Aga Khan University, Karachi, Pakistan.
Gul E Lala NomanRehman Medical College, Peshawar, Pakistan.
Mohammad Tahir YousafzaiDepartment of Community Health and Science, Aga Khan University, Karachi, Pakistan.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundHPV vaccine is effective in preventing cervical cancer in adolescents and young adults. Despite its proven effectiveness, vaccination rates remain suboptimal due to several barriers, such as insufficient knowledge and vaccine hesitancy. Gamification has emerged as an effective strategy for getting people involved and altering their health-related behaviors. To date, there are no literature-based systematic reviews on the effectiveness of gamification in leveling up HPV immunization and knowledge among adolescents or young adults. This systematic review seeks to evaluate the impact of gamification interventions on HPV vaccine knowledge, intentions, and attitudes in adolescents and young adults.

methodThis systematic review was conducted using PRISMA guidelines and PI(E)COS model. The study protocol was registered in PROSPERO: CRD42024557308. Peer-reviewed scientific articles regarding gamification interventions in the context of promoting HPV were included. The database search encompassed PubMed, Scopus, Cochrane Central, PsycINFO, as well as manual searches from Google Scholar.

resultsThis systematic review identified 216 records, of which nine studies met the full inclusion criteria. These studies focused on adolescents and young adults between the ages of 11 and 26 across different geographical locations. The reviewed studies indicate that gamification interventions, particularly those delivered through digital platforms, can effectively enhance knowledge, positively influence attitudes, and improve intentions to receive the HPV vaccine among adolescents. Customization features and interactive elements in the gamified intervention played a crucial role in engaging participants and driving vaccine-related behaviors. However, the findings were not universally consistent, with some studies reporting no significant impact.

conclusionThe evidence from this review supports the potential of gamification interventions to positively influence adolescent health, particularly in the context of HPV vaccination. Nonetheless, the review is limited by the small number of quantitative studies. Consequently, larger-scale studies are necessary to validate the effectiveness of these interventions robustly. PROSPERO REGISTRATION: CRD42024557308.

Indexed as

Health Knowledge, Attitudes, PracticePapillomavirus InfectionsPapillomavirus VaccinesVideo GamesAdherence InterventionsAdolescentFemaleHumansUterine Cervical NeoplasmsYoung AdultPapillomavirus VaccinesAdolescentsGame-Based learningGamificationHPV vaccinationHuman papillomavirusSerious gamesVaccine behaviourVaccine uptake

Identifiers

PMID41673627
PMCPMC12998143

What OpenQuestion holds

Textmetadata
LicenceCC BY-NC-ND
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.