Authors: Jonna Koivisto & Juho Hamari
Affiliations:
Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University, Finland
Gamification Group, Faculty of Humanities, University of Turku, Finland
Contact:
jonna.koivisto@tuni.fi
juho.hamari@tuni.fi
Gamification aims to enhance the motivation of individuals in various activities by incorporating game-like elements.
In health and exercise contexts, it is intended to address the motivational challenges that often accompany physical activities.
There is a noted lack of empirical research on the effects of gamification, particularly in health contexts, leading to potentially harmful claims.
This systematic review focuses on 16 comparative studies to assess different gamification types, their goals, outcomes, and results.
Findings indicate that while some positive outcomes were observed, more rigorous study designs yielded less optimistic results, particularly due to reliance on self-reported data rather than objective measurements.
Gamification is prevalent in health and exercise to enhance motivation.
Often implemented in contexts lacking intrinsic motivation (education, work, health).
Location-based games (like Pokémon Go) and exergames have modernized gaming relevance in physical activities.
Intentional gamification looks to leverage game mechanics to improve health outcomes.
Despite predictions of gamification's effectiveness, rigorous literature examining its effects is sparse, especially in health sciences.
This systematic review analyzes existing comparison studies focused on gamification's impact on physical activity among adults.
Inclusion Criteria:
Studies must involve adults (≥18 years), have game/gamification interventions, and report outcomes regarding physical activity.
Conducted in November 2018 across Scopus, Web of Science, PubMed databases using specific search terms related to gamification and physical activity.
Total Records Retrieved: 356
After duplicates and irrelevant records were removed, 243 were screened based on predetermined PICOS criteria.
356 records identified
243 after duplicates removed
147 excluded based on title and abstract
96 full-text articles assessed
16 studies included in final synthesis based on eligibility evaluation.
12 out of 16 studies were published in journals versus conferences.
Most interventions utilized common gamification affordances such as points and performance rankings.
Collaborative mechanics also featured prominently.
Innovative features noted include real-world activities converted to game-like elements and competitive aspects to encourage engagement.
Points, score: 8 studies
Goals: 8 studies
Leaderboard: 5 studies
Teams/leagues: 5 studies
Virtual rewards: 4 studies
Badges: 3 studies
Physical activity (subjective): 8 studies
Active time (objective): 4 studies
Engagement with app: 3 studies
Knowledge related to health: 2 studies
Enjoyment of physical activity: 2 studies
10 studies were randomized controlled trials (RCT), with varying levels of blinding reported.
Overall, 8 studies reported at least partially positive outcomes; however, 7 studies showed no statistically significant improvements compared to controls.
Findings suggest more controlled study settings yield less optimistic results.
Challenges identified include:
Limited studies available (only 16 identified).
Predominance of multi-affordance interventions which make assessing individual element effectiveness difficult.
While gamification shows positive potential, empirical rigor is needed.
Calls for focused investigation on singular elements rather than composite interventions to enhance understanding of effectiveness.
More rigorous studies indicate mixed or neutral results, thus warranting improved quality assessment and methodological rigor in future research to substantiate gamification's health benefits.
Supported by Business Finland and Academy of Finland among other partners.