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Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps

OBJECTIVE: Smartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques. METHODS: Two trained researchers independently coded...

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Autores principales: Edwards, E A, Lumsden, J, Rivas, C, Steed, L, Edwards, L A, Thiyagarajan, A, Sohanpal, R, Caton, H, Griffiths, C J, Munafò, M R, Taylor, S, Walton, R T
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BMJ Publishing Group 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5073629/
https://www.ncbi.nlm.nih.gov/pubmed/27707829
http://dx.doi.org/10.1136/bmjopen-2016-012447
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author Edwards, E A
Lumsden, J
Rivas, C
Steed, L
Edwards, L A
Thiyagarajan, A
Sohanpal, R
Caton, H
Griffiths, C J
Munafò, M R
Taylor, S
Walton, R T
author_facet Edwards, E A
Lumsden, J
Rivas, C
Steed, L
Edwards, L A
Thiyagarajan, A
Sohanpal, R
Caton, H
Griffiths, C J
Munafò, M R
Taylor, S
Walton, R T
author_sort Edwards, E A
collection PubMed
description OBJECTIVE: Smartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques. METHODS: Two trained researchers independently coded apps for behaviour change techniques using a standard taxonomy. We explored associations with user ratings and price. DATA SOURCES: We screened the National Health Service (NHS) Health Apps Library and all top-rated medical, health and wellness and health and fitness apps (defined by Apple and Google Play stores based on revenue and downloads). We included free and paid English language apps using ‘gamification’ (rewards, prizes, avatars, badges, leaderboards, competitions, levelling-up or health-related challenges). We excluded apps targeting health professionals. RESULTS: 64 of 1680 (4%) health apps included gamification and met inclusion criteria; only 3 of these were in the NHS Library. Behaviour change categories used were: feedback and monitoring (n=60, 94% of apps), reward and threat (n=52, 81%), and goals and planning (n=52, 81%). Individual techniques were: self-monitoring of behaviour (n=55, 86%), non-specific reward (n=49, 82%), social support unspecified (n=48, 75%), non-specific incentive (n=49, 82%) and focus on past success (n=47, 73%). Median number of techniques per app was 14 (range: 5–22). Common combinations were: goal setting, self-monitoring, non-specific reward and non-specific incentive (n=35, 55%); goal setting, self-monitoring and focus on past success (n=33, 52%). There was no correlation between number of techniques and user ratings (p=0.07; r(s)=0.23) or price (p=0.45; r(s)=0.10). CONCLUSIONS: Few health apps currently employ gamification and there is a wide variation in the use of behaviour change techniques, which may limit potential to improve health outcomes. We found no correlation between user rating (a possible proxy for health benefits) and game content or price. Further research is required to evaluate effective behaviour change techniques and to assess clinical outcomes. TRIAL REGISTRATION NUMBER: CRD42015029841.
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spelling pubmed-50736292016-11-07 Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps Edwards, E A Lumsden, J Rivas, C Steed, L Edwards, L A Thiyagarajan, A Sohanpal, R Caton, H Griffiths, C J Munafò, M R Taylor, S Walton, R T BMJ Open Health Informatics OBJECTIVE: Smartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques. METHODS: Two trained researchers independently coded apps for behaviour change techniques using a standard taxonomy. We explored associations with user ratings and price. DATA SOURCES: We screened the National Health Service (NHS) Health Apps Library and all top-rated medical, health and wellness and health and fitness apps (defined by Apple and Google Play stores based on revenue and downloads). We included free and paid English language apps using ‘gamification’ (rewards, prizes, avatars, badges, leaderboards, competitions, levelling-up or health-related challenges). We excluded apps targeting health professionals. RESULTS: 64 of 1680 (4%) health apps included gamification and met inclusion criteria; only 3 of these were in the NHS Library. Behaviour change categories used were: feedback and monitoring (n=60, 94% of apps), reward and threat (n=52, 81%), and goals and planning (n=52, 81%). Individual techniques were: self-monitoring of behaviour (n=55, 86%), non-specific reward (n=49, 82%), social support unspecified (n=48, 75%), non-specific incentive (n=49, 82%) and focus on past success (n=47, 73%). Median number of techniques per app was 14 (range: 5–22). Common combinations were: goal setting, self-monitoring, non-specific reward and non-specific incentive (n=35, 55%); goal setting, self-monitoring and focus on past success (n=33, 52%). There was no correlation between number of techniques and user ratings (p=0.07; r(s)=0.23) or price (p=0.45; r(s)=0.10). CONCLUSIONS: Few health apps currently employ gamification and there is a wide variation in the use of behaviour change techniques, which may limit potential to improve health outcomes. We found no correlation between user rating (a possible proxy for health benefits) and game content or price. Further research is required to evaluate effective behaviour change techniques and to assess clinical outcomes. TRIAL REGISTRATION NUMBER: CRD42015029841. BMJ Publishing Group 2016-10-04 /pmc/articles/PMC5073629/ /pubmed/27707829 http://dx.doi.org/10.1136/bmjopen-2016-012447 Text en Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://www.bmj.com/company/products-services/rights-and-licensing/ This is an Open Access article distributed in accordance with the terms of the Creative Commons Attribution (CC BY 4.0) license, which permits others to distribute, remix, adapt and build upon this work, for commercial use, provided the original work is properly cited. See: http://creativecommons.org/licenses/by/4.0/
spellingShingle Health Informatics
Edwards, E A
Lumsden, J
Rivas, C
Steed, L
Edwards, L A
Thiyagarajan, A
Sohanpal, R
Caton, H
Griffiths, C J
Munafò, M R
Taylor, S
Walton, R T
Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps
title Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps
title_full Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps
title_fullStr Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps
title_full_unstemmed Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps
title_short Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps
title_sort gamification for health promotion: systematic review of behaviour change techniques in smartphone apps
topic Health Informatics
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5073629/
https://www.ncbi.nlm.nih.gov/pubmed/27707829
http://dx.doi.org/10.1136/bmjopen-2016-012447
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