2022
DOI: 10.2196/27794
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The Effects of mHealth-Based Gamification Interventions on Participation in Physical Activity: Systematic Review

Abstract: Background It is well known that regular physical exercise has associated benefits; yet, participation remains suboptimal. Mobile health (mHealth) has become an indispensable medium to deliver behavior change interventions, and there is a growing interest in the gamification apps in mHealth to promote physical activity (PA) participation. Gamification could use game design elements (such as points, leaderboards, and progress bars), and it has the potential to increase motivation for PA and engageme… Show more

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Cited by 55 publications
(74 citation statements)
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“…For instance, Patel et al found that mobile-based gamified competition can increase daily step count for overweight and obese adults in the United States 29 . However, the effect size from our study is smaller than previous studies 18 , 28 30 . There are multiple reasons.…”
Section: Discussioncontrasting
confidence: 93%
See 2 more Smart Citations
“…For instance, Patel et al found that mobile-based gamified competition can increase daily step count for overweight and obese adults in the United States 29 . However, the effect size from our study is smaller than previous studies 18 , 28 30 . There are multiple reasons.…”
Section: Discussioncontrasting
confidence: 93%
“…Also, intra-institutional competition decreased the efficacy of competition, suggesting potential improvements in strategies of assigning opponent teams to boost the efficacy of team competition. Xu et al have identified eight randomized controlled trials reporting that mHealth-based gamification intervention exerted a positive impact on step count, and our finding on the beneficial effect of mobile-based gamified team competition upon physical activity is consistent with these previous studies 18,[27][28][29] . For instance, Patel et al found that mobile-based gamified competition can increase daily step count for overweight and obese adults in the United States 29 .…”
Section: Discussionsupporting
confidence: 91%
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“…Furthermore, this system provided another means of efficient food waste image data collection, as merely three hours of deployment yielded over 700 images. Gamification has been used in other settings such as enhancing physical activity participation 48 . Literature reviews have shown that gamification can increase user motivation and engagement but does greatly depend on the context of the issue, as well as on the users using it 49 .…”
Section: Modelmentioning
confidence: 99%
“…A nivel educativo la TF ha alcanzado un gran desarrollo, habiendo demostrado su utilidad tanto para la enseñanza de personal sanitario, como de pacientes o cuidadores. La "gamificación" es una nueva modalidad de TF y tiene como objetivo aplicar la mecánica del juego con el fin de generar beneficios cognitivos y de motivación [35,36].…”
Section: Teleformaciónunclassified