Evidence map›Paper›PMID 42081713›Full record

ArticleJMIR mHealth and uHealth2026

mHealth-Based Gamification Interventions to Promote Health Among Older Adults: Scoping Review.

Xi Chen, Yishu Zhu, Dian Jiang, Jundan Huang, Qi Xie, Yishi Chen, Jing Chang, Weiping Huang, Hongting Ning, Hui Feng

Abstract readScoping Review
In one paragraph

Article in JMIR mHealth and uHealth, 2026. 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

10 authors.

Xi Chen *Xiangya School of Nursing, Central South University, No. 172, Tongzipo Road, Yuelu District, Changsha, 410013, China, 86 15173121969.ORCID 0000-0003-2390-5104
Yishu Zhu *Xiangya School of Nursing, Central South University, No. 172, Tongzipo Road, Yuelu District, Changsha, 410013, China, 86 15173121969.ORCID 0009-0004-1057-9076
Dian JiangXiangya School of Nursing, Central South University, No. 172, Tongzipo Road, Yuelu District, Changsha, 410013, China, 86 15173121969.ORCID 0009-0006-8911-374X
Jundan HuangXiangya School of Nursing, Central South University, No. 172, Tongzipo Road, Yuelu District, Changsha, 410013, China, 86 15173121969.ORCID 0000-0002-3101-0493
Qi XieXiangya School of Nursing, Central South University, No. 172, Tongzipo Road, Yuelu District, Changsha, 410013, China, 86 15173121969.ORCID 0009-0006-3006-4998
Yishi ChenXiangya School of Nursing, Central South University, No. 172, Tongzipo Road, Yuelu District, Changsha, 410013, China, 86 15173121969.ORCID 0009-0006-7835-867X
Jing ChangXiangya School of Nursing, Central South University, No. 172, Tongzipo Road, Yuelu District, Changsha, 410013, China, 86 15173121969.ORCID 0009-0003-2520-1992
Weiping HuangTeaching and Research Section of Clinical Nursing, Xiangya Hospital of Central South University, Changsha, China.ORCID 0009-0007-1782-0987
Hongting NingSchool of Nursing, Hunan University of Chinese Medicine, Changsha, China.ORCID 0009-0002-0533-386X
Hui FengXiangya School of Nursing, Central South University, No. 172, Tongzipo Road, Yuelu District, Changsha, 410013, China, 86 15173121969.ORCID 0000-0001-6930-4780

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Healthy aging has emerged as a global priority. However, older adults' participation in health promotion programs remains low, and traditional health promotion models have achieved limited success in fostering sustained engagement among this population. Mobile health (mHealth)-based gamification interventions offer a promising way to address these challenges. However, no published reviews support or oppose the use of mHealth-based gamification interventions as health promotion strategies in older adults. Objective: The study aimed to identify mHealth interventions using gamification to promote health among older adults. Methods: Our scoping review was conducted following the Joanna Briggs Institute recommendations for scoping reviews and Arksey and O'Malley's framework. The process followed PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) guidelines and PRISMA-S (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Literature Search Extension) checklist. A comprehensive literature search was conducted across 8 databases: PubMed, Scopus, Web of Science, Embase, Cochrane Library, CINAHL, PsycARTICLES, and IEEE Xplore Digital Library, from their inception to December 10, 2025. Two reviewers independently screened titles, abstracts, and full texts via Rayyan, with disagreements resolved by a third reviewer. Results: This scoping review identified 11 studies. Only 1 article was published before 2022. The interventions were found to improve enjoyment and motivation (n=5), cognitive function (n=3), physical activity (n=2), and digital literacy (n=2). Individual studies also reported improvements in mental health (n=1) and adherence (n=1), a reduction in suicidal ideation (n=1), improvements in physical function (n=1), the promotion of social engagement (n=1), and the identification of mild cognitive impairment (n=1). Game elements used were ranked by frequency as progress, challenges, goals, levels, reward, sensation, storytelling or narration, leaderboard, surprise, and avatar. No research was found to use the game element of "social sharing." mHealth types included augmented and virtual reality-based training systems, wearable devices, mobile phones, tablets, and Windows platforms and devices. Notably, only 4 studies applied theoretical frameworks, and 3 omitted the concrete approach to gamification. Conclusions: As the first scoping review to identify and map mHealth-based gamification interventions for older adults, this study highlights their potential as an innovative approach to health promotion. By systematically synthesizing evidence regarding intervention designs, gamification strategies, and preliminary health outcomes, it establishes a foundation for future inquiry. However, this review is limited by the small number of included studies, precluding broad generalizations. Future research should assess long-term impacts, integrate theoretical frameworks, establish reporting guidelines, design personalized social-interactive interventions, and expand to broader health domains. Ultimately, these insights provide targeted guidance for developing age-appropriate digital health solutions, contributing to the realization of active aging.

Indexed as

Health PromotionAgedDigital HealthHumansTelemedicinegamificationhealth behaviorhealth promotionmHealthmobile healtholder adults

Identifiers

PMID42081713
PMCPMC13138710

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.