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SYSTEMATIC REVIEW

The Effectiveness of Gamification in Changing Health-related Behaviors: A Systematic Review and Meta-analysis

Bashar Alzghoul1 , * Open Modal iD Authors Info & Affiliations
The Open Public Health Journal 06 Sept 2024 SYSTEMATIC REVIEW DOI: 10.2174/0118749445234806240206094335

Abstract

Introduction

In the current era, different health issues exist because of the lifestyle we have adopted. Mostly, people suffer from different deadly disorders like diabetes because of their own behavior. Gamification is considered to be a good source to maintain a healthy life. Gamification has benefits over other games as it involves changing the behavior of the individual. It helps in giving support to unhealthy people and by changing their behavior, makes their health better.

Objective

Gamification has several advantages, but little is known about it. In this systematic review, we examined studies that illustrate the benefit of gamification in health and well-being. For this objective, we recognized the benefits of gamification based on existing research and performed a complete literature review of empirical studies on gamification for health and well-being.

Methodology

We collected 30 papers containing empirical evidence on the influence of gaming on health and well-being. The inclusion criteria entailed peer-reviewed articles published from 2012 to 2023. The studies were published in English language and their methodology was randomized controlled trials.

Results

The majority of the studies indicated positive impacts, less than half mixed effects, and some of the evidence was intermediate. The results for health-related behavior were clear, whereas the results for cognitive outcomes were varied. According to the collected information, gamification could promote health and wellness, particularly behaviors related to health. Several studies, however, demonstrated a mixed or neutral influence.

Conclusion

From the findings of the studies, it could be easily stated that gamification helps in changing the behavior of the individual. However, due to fewer studies used in the review and due to restrictions in certain limits in articles, it could not clearly be concluded that gamification provides the same response in individuals of varying ages. A greater number of studies should be included, and the findings should be carefully examined to know clearly about the effect of gamification in response to the changing behavior of individuals of varying ages.

Keywords: Gamification, Health, Behavior change, Empirical studies, Well-being, Cognitive outcomes.
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