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      Evaluating the Effectiveness of Gamification on Physical Activity: Systematic Review and Meta-analysis of Randomized Controlled Trials

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          Abstract

          Background

          Gamification refers to the use of game elements in nongame contexts. The use of gamification to change behaviors and promote physical activity (PA) is a promising avenue for tackling the global physical inactivity pandemic and the current prevalence of chronic diseases. However, there is no evidence of the effectiveness of gamified interventions with the existence of mixed results in the literature.

          Objective

          The aim of this systematic review and meta-analysis is to evaluate the effectiveness of gamified interventions and their health care potential by testing the generalizability and sustainability of their influence on PA and sedentary behavior.

          Methods

          A total of 5 electronic databases (PubMed, Embase, Scopus, Web of Science, and the Cochrane Central Register of Controlled Trials) were searched for randomized controlled trials published in English from 2010 to 2020. Eligibility criteria were based on the components of the participants, interventions, comparators, and outcomes framework. Studies were included when they used gamified interventions in daily life with an active or inactive control group and when they assessed a PA or sedentary behavior outcome. We conducted meta-analyses using a random-effects model approach. Sensitivity analyses, influence analyses, and publication bias analyses were performed to examine the robustness of our results.

          Results

          The main meta-analysis performed on 16 studies and 2407 participants revealed a small to medium summary effect of gamified interventions on PA behavior (Hedges g=0.42, 95% CI 0.14-0.69). No statistical difference among different subgroups (adults vs adolescents and healthy participants vs adults with chronic diseases) and no interaction effects with moderators such as age, gender, or BMI were found, suggesting good generalizability of gamified interventions to different user populations. The effect was statistically significant when gamified interventions were compared with inactive control groups, such as waiting lists (Hedges g=0.58, 95% CI 0.08-1.07), and active control groups that included a nongamified PA intervention (Hedges g=0.23, 95% CI 0.05-0.41). This suggests that gamified interventions are not only efficient in changing behavior but also more effective compared with other behavioral interventions. The long-term effect (measured with follow-up averaging 14 weeks after the end of the intervention) was weaker, with a very small to small effect (Hedges g=0.15, 95% CI 0.07-0.23).

          Conclusions

          This meta-analysis confirms that gamified interventions are promising for promoting PA in various populations. Additional analyses revealed that this effect persists after the follow-up period, suggesting that it is not just a novelty effect caused by the playful nature of gamification, and that gamified products appear effective compared with equivalent nongamified PA interventions. Future rigorous trials are required to confirm these findings.

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          Most cited references72

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          Measuring inconsistency in meta-analyses.

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            The theory of planned behavior

            Icek Ajzen (1991)
            Organizational Behavior and Human Decision Processes, 50(2), 179-211
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              Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement.

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                Author and article information

                Contributors
                Journal
                J Med Internet Res
                J Med Internet Res
                JMIR
                Journal of Medical Internet Research
                JMIR Publications (Toronto, Canada )
                1439-4456
                1438-8871
                January 2022
                4 January 2022
                : 24
                : 1
                : e26779
                Affiliations
                [1 ] Univ. Grenoble Alpes SENS 38000 Grenoble France
                [2 ] National Research Institute for Agriculture, Food and Environment (INRAE) 63000 Clermont-Ferrand France
                [3 ] Kiplin 44200 Nantes France
                [4 ] Department of Sport Medicine and Functional Exploration University Hospital Clermont-Ferrand, Hospital G. Montpied 63000 Clermont-Ferrand France
                [5 ] Department of Biostatistics unit Clermont-Ferrand University Hospital 63000 Clermont-Ferrand France
                Author notes
                Corresponding Author: Alexandre Mazeas alexandre.mazeas@ 123456univ-grenoble-alpes.fr
                Author information
                https://orcid.org/0000-0002-0255-6032
                https://orcid.org/0000-0002-7158-386X
                https://orcid.org/0000-0003-3778-7161
                https://orcid.org/0000-0002-1806-354X
                Article
                v24i1e26779
                10.2196/26779
                8767479
                34982715
                80bfbcd2-c44c-41ca-8879-ba04cabd7b7e
                ©Alexandre Mazeas, Martine Duclos, Bruno Pereira, Aïna Chalabaev. Originally published in the Journal of Medical Internet Research (https://www.jmir.org), 04.01.2022.

                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 the Journal of Medical Internet Research, is properly cited. The complete bibliographic information, a link to the original publication on https://www.jmir.org/, as well as this copyright and license information must be included.

                History
                : 25 December 2020
                : 25 February 2021
                : 31 March 2021
                : 19 October 2021
                Categories
                Review
                Review

                Medicine
                behavior change,ehealth,gamification,health behavior,intervention,meta-analysis,mobile phone,physical activity,systematic review

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