| Literature DB >> 34982715 |
Alexandre Mazeas1,2,3, Martine Duclos2,4, Bruno Pereira5, Aïna Chalabaev1.
Abstract
BACKGROUND: Gamification refers to the use of game elements in nongame contexts. The use of gamification to change behaviors and promote physical activity (PA) is a promising avenue for tackling the global physical inactivity pandemic and the current prevalence of chronic diseases. However, there is no evidence of the effectiveness of gamified interventions with the existence of mixed results in the literature.Entities:
Keywords: behavior change; eHealth; gamification; health behavior; intervention; meta-analysis; mobile phone; physical activity; systematic review
Mesh:
Year: 2022 PMID: 34982715 PMCID: PMC8767479 DOI: 10.2196/26779
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Figure 1PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analysis) flowchart of the literature search and screening process. PA: physical activity; RCT: randomized controlled trial.
Characteristics of included studies.
| Study | Participants | Intervention | Theory | PAa outcomes |
| Corepal et al [ | Adolescents, n=224 (aged 12-14 years; 47% male participants) | The “StepSmart Challenge” was a web-based intervention that used gamification strategies to encourage and support PA behavior change; duration: 22 weeks | SDTc | Daily step count and MVPAd (min/day) objectively measured (Actigraph GT3x) |
| Dadaczynski et al [ | Adult workers in an automobile manufacture, n=144 (65% male participants) | “Healingo Fit” had the objective to promote low levels of PA using a tracking-based approach measuring PA with a Fitbit pedometer and a gamified intervention accessible by desktop and mobile devices; duration: 6 weeks | SCTe, TPBf, and health action process approach | Self-reported VPAg, MPAh, and minutes walked (min/week; IPAQi) |
| Direito et al [ | Adolescents, n=35 (mean age 15.7 years, SD 1.2 years; 45% male participants; BMI 22.85) | “Zombies, run! 5K Training app” was a fully automated training program designed to improve fitness, combined with an immersing and fun story; duration: 8 weeks | SDT | MVPA, VPA, MPA, and LPAj and sedentary time (min/day) objectively measured (Actigraph GT3x) and self-reported PA (PAQ-Ak) |
| Edney et al [ | Adults, n=284 (mean age 41.2 years, SD 11.2 years; 25% male participants; BMI 30.1) | “Active Team” was a mobile app designed to encourage inactive adults to meet PA guidelines. Gamification and social features were implemented to increase the social comparison, support, and influence among participants; duration: 12 weeks | SCT | MVPA (min/day) objectively measured (GENEActiv) and self-reported PA (Active Australia Survey) |
| Garde et al [ | Adolescents, n=47 (mean age 10.3 years, SD 1.9 years; 34% male participants; BMI | “MobileKids Monster Manor” was a mobile exergame synchronized with an external activity monitor. The overall goal was to complete the story with PA and steps; duration: 1 week | SDT | Daily step count and active min/day objectively measured (Tractivity) |
| Garde et al [ | Adolescents, n=56 (mean age 11.3 years, SD 1.2 years; 62% male participants; BMI | “MobileKids Monster Manor” was a mobile exergame synchronized with an external activity monitor. The overall goal was to complete the story with PA and steps; duration: 1 week | SDT | Daily step count and active min/day objectively measured (Tractivity) |
| Garde et al [ | Adolescents, n=37 (mean age 10.6 years, SD 0.5 years; 43% male participants; BMI | “MobileKids Monster Manor” was a mobile exergame synchronized with an external activity monitor. The overall goal was to complete the story with PA and steps; duration: 2 weeks | SDT | Daily step count and active min/day objectively measured (Tractivity) |
| Gremaud et al [ | Adult office workers, n=144 (mean age 40.5 years, SD 11.4 years; 76% male participants; BMI 29.7) | “MapTrek” was a mobile health platform that gamified Fitbit use for promoting PA by placing users in a series of internet-based walking races; duration: 10 weeks | SCT | Daily step count and daily active minutes count objectively measured (Fitbit Zip activity monitor) |
| Höchsmann et al [ | Patients with type 2 diabetes mellitus and obesity, n=35 (mean age 58.5 years; 53% male participants; BMI 32) | The intervention was a mobile app including a storyline, virtual rewards, individualized exercises, and daily PA promotion through a game; duration: 24 weeks | Taxonomy of behavior change techniques | Daily step count objectively measured (Garmin Vivofit 2) |
| Kurtzman et al [ | Adults with obesity, n=196 (mean age 41.4 years, SD 12.2 years; 13% male participants; BMI 36.2) | Participants were in teams of 2 and had to complete weekly goal targets to win points and badges; duration: 24 weeks | Behavioral economics | Mean step count objectively measured (Withings wrist-worn device) |
| Leinonen et al [ | Adolescents, n=496 (mean age 17.8 years, SD 0.6 years; 100% male participants; BMI 23.1) | The intervention was an app proposing a mixed-reality conquering game in which physical and social activities are rewarded; duration: 24 weeks | Transtheoretical model | Daily MVPA and daily sedentary time objectively measured (Polar Active) |
| Maher et al [ | Adults, n=110 (mean age 35.6 years, SD 12.4 years; 42% male participants) | “Active Team” was a Facebook (Meta Platforms) app designed to encourage inactive adults to meet PA guidelines. Gamification and social features were implemented to increase the social comparison, support, and influence among participants; duration: 8 weeks | TPB | Self-reported MVPA, VPA, MPA, and minutes walked (min/week; Active Australia Survey) |
| Nishiwaki et al [ | Adults, n=20 (mean age 31 years, SD 3 years; 30% male participants; BMI 21.5) | Participants wore an activity monitor with computerized game functions, such as a story, a character, and objectives; duration: 6 weeks | —l | Daily step count and MVPA (metabolic equivalent of tasks hour/day) objectively measured (Lifecorder EX) |
| Patel et al [ | Adults, n=200 (mean age 55.9 years, SD 9.9 years; 44% male participants; BMI 27.1) | Participants were entered into a game with their family in teams and had to complete weekly goal targets to win points and badges; duration: 12 weeks | Behavioral economics | Daily step count objectively measured (Withings wrist-worn device) |
| Patel et al [ | Adults with overweight and obesity, n=602 (mean age 38.7 years, SD 10.4 years; 69% male participants; BMI 29.6) | Participants had to complete weekly goal targets to win points and levels. There were 3 versions of the intervention: support, collaboration, and competition; duration: 24 weeks | Behavioral economics | Daily step count objectively measured (Withings wrist-worn device) |
| Paul et al [ | Patients who survived stroke, n=23 (mean age 55.8 years, SD 10.7 years; 48% male participants; BMI 24.5) | In the “STARFISH” app, participants had to complete their PA objectives to improve their avatar; duration: 6 weeks | Control theory and Michie taxonomy of behavior change | Daily step count, sedentary time, and walking time (min/week) objectively measured (ActivPAL) |
| Thorsteinsen et al [ | Adults, n=21 (mean age 55.3 years, SD 11.2 years; 52% male participants) | The intervention “Lifestyle Tool” consisted of a rule-based website designed to help people plan and monitor their PA. The tool incorporated social and individual gaming components to increase motivation and engagement; duration: 12 weeks | — | Self-reported weekly activity minutes (daily report form) |
| Zuckerman and Gal-Oz [ | Students, n=59 (mean age 23.4 years, SD 1.4 years; 25% male participants) | “StepByStep” was an accelerometer-based mobile app with virtual rewards and social comparison intended to motivate people to incorporate more walking into their daily routine; duration: 1.5 week | SDT | Walking time (min/day) objectively measured (smartphone accelerometer) |
aPA: physical activity.
bThe studies included in the meta-analysis.
cSDT: self-determination theory.
dMVPA: moderate to vigorous physical activity.
eSCT: sociocognitive theory.
fTPB: theory of planned behavior.
gVPA: vigorous physical activity.
hMPA: moderate physical activity.
iIPAQ: International Physical Activity Questionnaire.
jLPA: light physical activity.
kPAQ-A: Physical Activity Questionnaire for Adolescents.
lNo theory mentioned.
Figure 2Forest plot for the effect of gamification versus control on postintervention physical activity outcomes (moderate to vigorous physical activity, daily step count, number of active minutes, and walking time). Tau-square, chi-square, and I² measures of between-study heterogeneity [21-36]. IV: inverse variance.
Figure 3Funnel plot after trim-and-fill bias correction. A filled circle represents an included study, and an empty circle represents a missing study.
Figure 4Power-enhanced funnel plot. White circles represent included studies. δ: true effect size; medpower: the median power of all tests; d33%: effect size needed for achieving 33% of median power; d66%: effect size needed for achieving 66% of median power; E: expected number of positive studies; O: observed number of positive studies; pTES: test of excess significance P value.
Figure 5Forest plot for the effect of gamification versus control on PA outcomes (moderate to vigorous physical activity and daily step count) after a follow-up period (from 12 to 24 weeks after the end of the intervention). Tau-square, chi-square, and I² measures of between-study heterogeneity [24,26,27,32,36]. IV: inverse variance.
Figure 6Forest plot for the effect of gamification versus control on steps outcomes (daily step count and walking time). Tau-square, chi-square, and I² measures of between-study heterogeneity [22,26-28,30,33-36]. IV: inverse variance.
Figure 7Forest plot for the mean difference of daily steps between gamification and control. Tau-square, chi-square, and I² measures of between-study heterogeneity [26-28,33-36]. IV: inverse variance.
Figure 8Forest plot for the effect of gamification versus control on moderate to vigorous physical activity. Tau-square, chi-square, and I² measures of between-study heterogeneity [23,24,31,32]. IV: inverse variance.
Summary of findings.
| Outcome | Number of participants (number of studies) | Standardized mean difference or mean difference (95% CI) | Quality of evidence (grading of recommendations assessment, development, and evaluation) |
| General PAa | 2197 (14) | 0.42 (0.14 to 0.69) | Lowb,c,d |
| General PA (in comparison with active control groups) | 1485 (7) | 0.23 (0.05 to 0.41) | High |
| Long-term PA (follow-up) | 1306 (5) | 0.15 (0.07 to 0.23) | High |
| MVPAe | 739 (4) | 0.31 (–0.19 to 0.80) | Lowb,c,d |
| Steps | 1438 (9) | 0.49 (0.05 to 0.93) | Lowb,c,d |
| Daily steps | 1235 (7) | 1609.56 (372.39 to 2846.73) | Moderateb,d |
aPA: physical activity.
bDowngraded because of high heterogeneity.
cDowngraded because of risks of bias.
dDowngraded because of imprecision (large CIs).
eMVPA: moderate to vigorous physical activity.