Cargando…
The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review
BACKGROUND: It is well known that regular physical exercise has associated benefits; yet, participation remains suboptimal. Mobile health (mHealth) has become an indispensable medium to deliver behavior change interventions, and there is a growing interest in the gamification apps in mHealth to prom...
Autores principales: | , , , , , , , , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2022
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8855282/ https://www.ncbi.nlm.nih.gov/pubmed/35113034 http://dx.doi.org/10.2196/27794 |
_version_ | 1784653622322135040 |
---|---|
author | Xu, Linqi Shi, Hongyu Shen, Meidi Ni, Yuanyuan Zhang, Xin Pang, Yue Yu, Tianzhuo Lian, Xiaoqian Yu, Tianyue Yang, Xige Li, Feng |
author_facet | Xu, Linqi Shi, Hongyu Shen, Meidi Ni, Yuanyuan Zhang, Xin Pang, Yue Yu, Tianzhuo Lian, Xiaoqian Yu, Tianyue Yang, Xige Li, Feng |
author_sort | Xu, Linqi |
collection | PubMed |
description | BACKGROUND: It is well known that regular physical exercise has associated benefits; yet, participation remains suboptimal. Mobile health (mHealth) has become an indispensable medium to deliver behavior change interventions, and there is a growing interest in the gamification apps in mHealth to promote physical activity (PA) participation. Gamification could use game design elements (such as points, leaderboards, and progress bars), and it has the potential to increase motivation for PA and engagement. However, mHealth-based gamification interventions are still emerging, and little is known about the application status and efficacy of such interventions. OBJECTIVE: This systematic review aims to investigate gamification apps in mHealth for improving PA levels and simultaneously summarize the impact of gamification interventions on PA participation. METHODS: We searched PubMed, Scopus, Web of Science, Embase, CINAHL (EBSCO host), and IEEE Xplore from inception to December 20, 2020. Original empirical research exploring the effects of gamification interventions on PA participation was included. The papers described at least one outcome regarding exercise or PA participation, which could be subjective self-report or objective indicator measurement. Of note, we excluded studies about serious games or full-fledged games. RESULTS: Of 2944 studies identified from the database search, 50 (1.69%) were included, and the information was synthesized. The review revealed that gamification of PA had been applied to various population groups and broadly distributed among young people but less distributed among older adults and patients with a disease. Most of the studies (30/50, 60%) combined gamification with wearable devices to improve PA behavior change, and 50% (25/50) of the studies used theories or principles for designing gamified PA interventions. The most frequently used game elements were goal-setting, followed by progress bars, rewards, points, and feedback. This review demonstrated that gamification interventions could increase PA participation; however, the results were mixed, and modest changes were attained, which could be attributed to the heterogeneity across studies. CONCLUSIONS: Overall, this study provides an overview of the existing empirical research in PA gamification interventions and provides evidence for the efficacy of gamification in enhancing PA participation. High-quality empirical studies are needed in the future to assess the efficacy of a combination of gamification and wearable activity devices to promote PA, and further exploration is needed to investigate the optimal implementation of these features of game elements and theories to enhance PA participation. |
format | Online Article Text |
id | pubmed-8855282 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-88552822022-03-08 The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review Xu, Linqi Shi, Hongyu Shen, Meidi Ni, Yuanyuan Zhang, Xin Pang, Yue Yu, Tianzhuo Lian, Xiaoqian Yu, Tianyue Yang, Xige Li, Feng JMIR Mhealth Uhealth Review BACKGROUND: It is well known that regular physical exercise has associated benefits; yet, participation remains suboptimal. Mobile health (mHealth) has become an indispensable medium to deliver behavior change interventions, and there is a growing interest in the gamification apps in mHealth to promote physical activity (PA) participation. Gamification could use game design elements (such as points, leaderboards, and progress bars), and it has the potential to increase motivation for PA and engagement. However, mHealth-based gamification interventions are still emerging, and little is known about the application status and efficacy of such interventions. OBJECTIVE: This systematic review aims to investigate gamification apps in mHealth for improving PA levels and simultaneously summarize the impact of gamification interventions on PA participation. METHODS: We searched PubMed, Scopus, Web of Science, Embase, CINAHL (EBSCO host), and IEEE Xplore from inception to December 20, 2020. Original empirical research exploring the effects of gamification interventions on PA participation was included. The papers described at least one outcome regarding exercise or PA participation, which could be subjective self-report or objective indicator measurement. Of note, we excluded studies about serious games or full-fledged games. RESULTS: Of 2944 studies identified from the database search, 50 (1.69%) were included, and the information was synthesized. The review revealed that gamification of PA had been applied to various population groups and broadly distributed among young people but less distributed among older adults and patients with a disease. Most of the studies (30/50, 60%) combined gamification with wearable devices to improve PA behavior change, and 50% (25/50) of the studies used theories or principles for designing gamified PA interventions. The most frequently used game elements were goal-setting, followed by progress bars, rewards, points, and feedback. This review demonstrated that gamification interventions could increase PA participation; however, the results were mixed, and modest changes were attained, which could be attributed to the heterogeneity across studies. CONCLUSIONS: Overall, this study provides an overview of the existing empirical research in PA gamification interventions and provides evidence for the efficacy of gamification in enhancing PA participation. High-quality empirical studies are needed in the future to assess the efficacy of a combination of gamification and wearable activity devices to promote PA, and further exploration is needed to investigate the optimal implementation of these features of game elements and theories to enhance PA participation. JMIR Publications 2022-02-03 /pmc/articles/PMC8855282/ /pubmed/35113034 http://dx.doi.org/10.2196/27794 Text en ©Linqi Xu, Hongyu Shi, Meidi Shen, Yuanyuan Ni, Xin Zhang, Yue Pang, Tianzhuo Yu, Xiaoqian Lian, Tianyue Yu, Xige Yang, Feng Li. Originally published in JMIR mHealth and uHealth (https://mhealth.jmir.org), 03.02.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR mHealth and uHealth, is properly cited. The complete bibliographic information, a link to the original publication on https://mhealth.jmir.org/, as well as this copyright and license information must be included. |
spellingShingle | Review Xu, Linqi Shi, Hongyu Shen, Meidi Ni, Yuanyuan Zhang, Xin Pang, Yue Yu, Tianzhuo Lian, Xiaoqian Yu, Tianyue Yang, Xige Li, Feng The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review |
title | The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review |
title_full | The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review |
title_fullStr | The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review |
title_full_unstemmed | The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review |
title_short | The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review |
title_sort | effects of mhealth-based gamification interventions on participation in physical activity: systematic review |
topic | Review |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8855282/ https://www.ncbi.nlm.nih.gov/pubmed/35113034 http://dx.doi.org/10.2196/27794 |
work_keys_str_mv | AT xulinqi theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT shihongyu theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT shenmeidi theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT niyuanyuan theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT zhangxin theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT pangyue theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT yutianzhuo theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT lianxiaoqian theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT yutianyue theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT yangxige theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT lifeng theeffectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT xulinqi effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT shihongyu effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT shenmeidi effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT niyuanyuan effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT zhangxin effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT pangyue effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT yutianzhuo effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT lianxiaoqian effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT yutianyue effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT yangxige effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview AT lifeng effectsofmhealthbasedgamificationinterventionsonparticipationinphysicalactivitysystematicreview |