Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review

Research output: Contribution to journalReview articlepeer-review

Abstract

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.
Original languageEnglish
Pages (from-to)314-331
Number of pages18
JournalGames for health journal
Volume13
Issue number5
Early online date20 Jun 2024
DOIs
Publication statusPublished - 2024

Bibliographical note

Publisher Copyright:
Copyright 2024, Mary Ann Liebert, Inc., publishers.

Funding

This publication is part of the "Feeling good, despite illness; Accessible eHealth supporting the well-being of chronically ill children." The eHealth Junior Consortium project (with project number NWA.1292.19.226) of the NWA research program "Research on Routes by Consortia (ORC)," which is funded by the Netherlands Organization for Scientific Research (NWO) to M.H.J.H. F.E.-L. was supported by the Ramon y Cajal 2021 Excellence Research Grant action from the Spanish Ministry of Science and Innovation (FSE/AGENCIA ESTATAL DE INVESTIGACION, RYC2021-034311-I to FE-L) and Alicia Koplowitz Foundation (grant number: N/A to FE-L).

FundersFunder number
Northwest Airlines
Nederlandse Organisatie voor Wetenschappelijk Onderzoek
Ministerio de Ciencia e Innovación
Faculty of Science and Engineering, University of Manchester
AGENCIARYC2021-034311-I
Fundación Alicia KoplowitzN/A

    Keywords

    • chronic illness
    • gamification
    • mental health
    • physical health
    • psychosomatic medicine
    • telemedicine

    Fingerprint

    Dive into the research topics of 'Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review'. Together they form a unique fingerprint.

    Cite this