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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...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Elsevier
2016
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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). |
format | Online Article Text |
id | pubmed-6096297 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | Elsevier |
record_format | MEDLINE/PubMed |
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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