Evidence map›Paper›PMID 42403592›Full record

ReviewJournal of multidisciplinary healthcare2026

Gamification-Based Interventions for Treatment Adherence and Self-Management in Pediatric Chronic Diseases: A Scoping Review with Implications for Thalassemia.

Putri Rhamelani, Restu Wijayanti, Nurul Febrian, Aninda Widiawati, Henny Suzana Mediani

Abstract readReview
In one paragraph

Review in Journal of multidisciplinary healthcare, 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

5 authors.

Putri Rhamelani *Master of Nursing Program, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0003-4602-6022
Restu Wijayanti *Master of Nursing Program, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0009-0002-7468-7207
Nurul Febrian *Master of Nursing Program, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0009-0006-7093-1953
Aninda Widiawati *Master of Nursing Program, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0009-0000-9103-6006
Henny Suzana Mediani *Department of Pediatric Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0001-6960-3692

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Chronic diseases in children require long-term management and affect physical, psychological, and social well-being. Treatment adherence and self-management skills in children remain a challenge, particularly in conditions such as thalassemia, which require lifelong treatment. Innovative approaches such as gamification are being developed to improve children's engagement and health behaviors, but their application in thalassemia remains limited. This study aimed to map gamification-based interventions addressing treatment adherence and self-management in children with chronic diseases and identify their implications for thalassemia. This scoping review followed the Joanna Briggs Institute (JBI) methodology and PRISMA-ScR guidelines. A literature search was conducted in five databases (PubMed, Scopus, ScienceDirect, Sage Journals, and MEDLINE) covering the years 2016-2026. Article selection followed the PCC framework (Population: children with chronic diseases; Concept: gamification-based interventions for treatment adherence and self-management; Context: pediatric chronic disease management). A total of 16 studies involving children with various chronic diseases were included. Interventions included gamified mobile applications, serious games, augmented reality (AR), virtual reality (VR), and digital therapeutic platforms. Across the included studies, treatment adherence and self-management were the most frequently reported outcomes, followed by improvements in disease-related knowledge, technical skills, engagement, and health literacy. Several studies also reported improvements in selected clinical indicators. However, substantial heterogeneity in intervention design, outcomes, and follow-up duration limited comparisons across studies. Evidence specific to thalassemia was limited to one study, which reported improvements in health literacy, self-management, and decision-making. The mapped evidence suggests that gamification-based interventions may support treatment adherence and self-management in children with chronic diseases. Thalassemia appears to be a promising target for future digital health intervention development. However, further theory-based studies with robust designs and longer follow-up are needed.

Indexed as

gamificationpediatric chronic diseaseself-managementthalassemiatreatment adherence

Identifiers

PMID42403592
PMCPMC13333134

What OpenQuestion holds

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LicenceCC BY-NC
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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.