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Gamification for health and wellbeing: A systematic review of the literature

BACKGROUND: Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness. AIMS: We aimed to assess the amount and quali...

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Autores principales: Johnson, Daniel, Deterding, Sebastian, Kuhn, Kerri-Ann, Staneva, Aleksandra, Stoyanov, Stoyan, Hides, Leanne
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Elsevier 2016
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6096297/
https://www.ncbi.nlm.nih.gov/pubmed/30135818
http://dx.doi.org/10.1016/j.invent.2016.10.002
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author Johnson, Daniel
Deterding, Sebastian
Kuhn, Kerri-Ann
Staneva, Aleksandra
Stoyanov, Stoyan
Hides, Leanne
author_facet Johnson, Daniel
Deterding, Sebastian
Kuhn, Kerri-Ann
Staneva, Aleksandra
Stoyanov, Stoyan
Hides, Leanne
author_sort Johnson, Daniel
collection PubMed
description BACKGROUND: Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness. AIMS: We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being. METHODS: We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain. RESULTS: We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes. CONCLUSIONS: The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations of many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention).
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spelling pubmed-60962972018-08-22 Gamification for health and wellbeing: A systematic review of the literature Johnson, Daniel Deterding, Sebastian Kuhn, Kerri-Ann Staneva, Aleksandra Stoyanov, Stoyan Hides, Leanne Internet Interv Review Article BACKGROUND: Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness. AIMS: We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being. METHODS: We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain. RESULTS: We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes. CONCLUSIONS: The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations of many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention). Elsevier 2016-11-02 /pmc/articles/PMC6096297/ /pubmed/30135818 http://dx.doi.org/10.1016/j.invent.2016.10.002 Text en © 2016 The Authors http://creativecommons.org/licenses/by/4.0/ This is an open access article under the CC BY license (http://creativecommons.org/licenses/by/4.0/).
spellingShingle Review Article
Johnson, Daniel
Deterding, Sebastian
Kuhn, Kerri-Ann
Staneva, Aleksandra
Stoyanov, Stoyan
Hides, Leanne
Gamification for health and wellbeing: A systematic review of the literature
title Gamification for health and wellbeing: A systematic review of the literature
title_full Gamification for health and wellbeing: A systematic review of the literature
title_fullStr Gamification for health and wellbeing: A systematic review of the literature
title_full_unstemmed Gamification for health and wellbeing: A systematic review of the literature
title_short Gamification for health and wellbeing: A systematic review of the literature
title_sort gamification for health and wellbeing: a systematic review of the literature
topic Review Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6096297/
https://www.ncbi.nlm.nih.gov/pubmed/30135818
http://dx.doi.org/10.1016/j.invent.2016.10.002
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