Gamification_of_physical_activity_2019

Gamification of Physical Activity

  • 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

Abstract

  • 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.

Introduction and Background

  • 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.

Literature Review & Methodology

  • 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.

Search Procedure

  • 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.

Flow of Literature Selection

  • 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.

Analysis

  • 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.

Affordances in Reviewed Studies

  • Points, score: 8 studies

  • Goals: 8 studies

  • Leaderboard: 5 studies

  • Teams/leagues: 5 studies

  • Virtual rewards: 4 studies

  • Badges: 3 studies

Outcome Measures Examined

  • 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

Study Designs

  • 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.

Discussion

  • 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.

Impacts of Study Design Quality

  • 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.

Acknowledgements

  • Supported by Business Finland and Academy of Finland among other partners.