2016
DOI: 10.1136/bmjopen-2016-012447
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Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps

Abstract: ObjectiveSmartphone games that aim to alter health behaviours are common, but there is uncertainty about how to achieve this. We systematically reviewed health apps containing gaming elements analysing their embedded behaviour change techniques.MethodsTwo trained researchers independently coded apps for behaviour change techniques using a standard taxonomy. We explored associations with user ratings and price.Data sourcesWe screened the National Health Service (NHS) Health Apps Library and all top-rated medica… Show more

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Cited by 366 publications
(342 citation statements)
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“…Relatedness is a psychological need in SDT to enhance motivation by having a feeling of connection with others [36]. According to Edwards, et al [37], top-rated healthcare applications are identified to apply individual behavior change techniques and the combinations of the techniques, which are based on the PENS model. Therefore, we propose one hypothesis that includes the effects of these three factors on enjoyment.…”
Section: Hypothesis 1 Gamification (Enjoyment) Is An Important Factomentioning
confidence: 99%
“…Relatedness is a psychological need in SDT to enhance motivation by having a feeling of connection with others [36]. According to Edwards, et al [37], top-rated healthcare applications are identified to apply individual behavior change techniques and the combinations of the techniques, which are based on the PENS model. Therefore, we propose one hypothesis that includes the effects of these three factors on enjoyment.…”
Section: Hypothesis 1 Gamification (Enjoyment) Is An Important Factomentioning
confidence: 99%
“…For example, SuperBetter includes tailored educational elements based on HBT, such as individualized assistance and feedback on each player's achievement/improvement. Systematic reviews report that the most prevalent theoretical constructs of health intervention games were self-monitoring, goal setting, and self-reward (6,9). Health interventions, which are designed based on theoretical frameworks, are likely to lead to longer behavior change (7).…”
mentioning
confidence: 99%
“…the "process of gamification" [1], has become increasingly common in different contexts, for example, health and exercise. The common aim of gamification is to motivate people to behave in desired ways through more gameful and enjoyable user experiences [2], and gamification can be effective in promoting and sustaining healthy behaviors [3]. Different gamification strategies can be applied through novel or existing games [4] and those strategies often share central features with established health behavior change techniques [5].…”
Section: Introductionmentioning
confidence: 99%