TY - JOUR
T1 - Gamification in eHealth for Chronic Disease Self-Management in Youth
T2 - A Systematic Review
AU - Stutvoet, Maartje D.
AU - Levelt, Lisa
AU - Hrehovcsik, Micah M.
AU - van’t Veer, Job
AU - Visch, Valentijn T.
AU - Bramer, Wichor M.
AU - Hillegers, Manon H.J.
AU - Veltkamp, Remco C.
AU - Nijhof, Sanne L.
AU - Estévez-López, Fernando
N1 - Publisher Copyright:
© Mary Ann Liebert, Inc.
PY - 2024
Y1 - 2024
N2 - This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people’s self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10-25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were rewards (50%), score (44%), creative control (41%), and social interaction (32%). In comparison with gamified tools, the number and diversity of game mechanics applied were higher in serious games. For most tools (85%), a general rationale was provided for utilizing gamification, which often was to promote engaging experiences. A rationale for using specific game mechanics was less commonly provided (only for 45% of the game mechanics). The limited availability of experimental research precludes to test the effectiveness of using gamification in eHealth to support self-management in young people with chronic diseases. In this study, we highlight the importance of reporting the rationale for utilizing specific game mechanics in eHealth tools to ensure a proper alignment with evidence-based practice and the need of conducting experimental research. PROSPERO: CRD42021293037.
AB - This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people’s self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10-25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were rewards (50%), score (44%), creative control (41%), and social interaction (32%). In comparison with gamified tools, the number and diversity of game mechanics applied were higher in serious games. For most tools (85%), a general rationale was provided for utilizing gamification, which often was to promote engaging experiences. A rationale for using specific game mechanics was less commonly provided (only for 45% of the game mechanics). The limited availability of experimental research precludes to test the effectiveness of using gamification in eHealth to support self-management in young people with chronic diseases. In this study, we highlight the importance of reporting the rationale for utilizing specific game mechanics in eHealth tools to ensure a proper alignment with evidence-based practice and the need of conducting experimental research. PROSPERO: CRD42021293037.
KW - chronic illness
KW - gamification
KW - mental health
KW - physical health
KW - psychosomatic medicine
KW - telemedicine
UR - http://www.scopus.com/inward/record.url?scp=85196847358&partnerID=8YFLogxK
U2 - 10.1089/g4h.2023.0111
DO - 10.1089/g4h.2023.0111
M3 - Review article
AN - SCOPUS:85196847358
SN - 2161-783X
VL - 13
SP - 314
EP - 331
JO - Games for Health Journal
JF - Games for Health Journal
IS - 5
ER -