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Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment

Investigating the Direct Impact of a Gamified Versus Nongamified Well-Being Intervention: An Exploratory Experiment

The nongame part of the definition refers to gamification not being a full-fledged game, as opposed to serious games. The main goal of gamification is to increase participants’ engagement with the intervention. Multiple studies have shown the potential of gamification to increase adherence to and effectiveness of health interventions, for example, a mobile intervention for mental health [23] and a Web-based intervention for physical activity [24].

Saskia Marion Kelders, Marion Sommers-Spijkerman, Jochem Goldberg

J Med Internet Res 2018;20(7):e247


A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study

A Blended Web-Based Gaming Intervention on Changes in Physical Activity for Overweight and Obese Employees: Influence and Usage in an Experimental Pilot Study

The e Health components that have been shown to be promising elements of a successful Web-based health intervention are use of accelerometer or activity tracker [11] and gamification [12]. Accelerometers monitor the level of physical activity, which plays a critical role in reducing health risks and improving body composition [13-16] and is essential for long-term weight management in overweight and obese individuals [17].

Tessa A Kouwenhoven-Pasmooij, Suzan JW Robroek, Sui Wai Ling, Joost van Rosmalen, Elisabeth FC van Rossum, Alex Burdorf, MG Myriam Hunink

JMIR Serious Games 2017;5(2):e6


Understanding Patient Perspectives on the Use of Gamification and Incentives in mHealth Apps to Improve Medication Adherence: Qualitative Study

Understanding Patient Perspectives on the Use of Gamification and Incentives in mHealth Apps to Improve Medication Adherence: Qualitative Study

Some m Health apps use gamification to enhance user engagement and some also provide direct-to-patient financial incentives, which are funded by the government or third-party interest groups such as health insurers [11]. Gamification (ie, the use of game elements in nongame contexts) and financial incentives (ie, the provision of an item with real-world economic value in exchange for a completed task) have been applied across many health and nonhealth domains.

Steven Tran, Lorraine Smith, Stephen Carter

JMIR Mhealth Uhealth 2024;12:e50851


The Role of AI in Serious Games and Gamification for Health: Scoping Review

The Role of AI in Serious Games and Gamification for Health: Scoping Review

Next to serious games, gamification has emerged as a major trend in the health sector, which is reflected in a growing number of publications, including several meta-analyses [15-17]. The most used definition of this concept is “the use of game design elements in non-game contexts” [18]. The motivational effect of the game elements can be explained in different ways.

Daniel Tolks, Johannes Jeremy Schmidt, Sebastian Kuhn

JMIR Serious Games 2024;12:e48258


A Device for Prehabilitation of Total Knee Replacement Surgery (Slider): Usability Study

A Device for Prehabilitation of Total Knee Replacement Surgery (Slider): Usability Study

The gamification features such as tracking repetitions and scores seem motivating based on participants’ reported ease of use and intentions to continue using the device. This aligns with the behavior change theories showing feedback and rewards can drive adherence [13]. This initial usability study has several limitations that should be considered when interpreting the results. First, the study relied solely on the TUQ for evaluation. The TUQ contains positively toned questions that may introduce bias.

Riasat Islam, Daniel Gooch, Sudheer Karlakki, Blaine Price

JMIR Form Res 2023;7:e48055


The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment

The Development of Game-Based Digital Mental Health Interventions: Bridging the Paradigms of Health Care and Entertainment

The 2 most common rationales for using gamification in health care are improving user engagement and the effectiveness of the intervention, and the most common game elements include levels, progress feedback, points, rewards, narration, and personalization [7]. The incorporated game elements should not be superficial and exogeneous to the designed intervention, but synergistic with the experience the intervention intends to create [48].

Lauri Lukka, J Matias Palva

JMIR Serious Games 2023;11:e42173


Children’s and Caregivers’ Review of a Guided Imagery Therapy Mobile App Designed to Treat Children With Functional Abdominal Pain Disorders: Leveraging a Mixed Methods Approach With User-Centered Design

Children’s and Caregivers’ Review of a Guided Imagery Therapy Mobile App Designed to Treat Children With Functional Abdominal Pain Disorders: Leveraging a Mixed Methods Approach With User-Centered Design

One of the apps incorporated gamification techniques. However, only one of these apps was tested in a randomized controlled trial. The authors also reported that these reviewed mobile apps had poor quality and “an absence of scientific‑driven development and lack of methodologically sound evaluation of apps” [33].

John M Hollier, Tiantá A Strickland, C Michael Fordis, Miranda AL van Tilburg, Robert J Shulman, Debbe Thompson

JMIR Form Res 2023;7:e41321


Improving Adherence to Physical Therapy in the Development of Serious Games: Conceptual Framework Design Study

Improving Adherence to Physical Therapy in the Development of Serious Games: Conceptual Framework Design Study

Motivation can take various forms, including feedback or social support, demonstrating treatment progress through clear objective measurements, self-efficacy, and gamification. While the first 4 elements are integrated into this framework, gamification is explained in the section below. Researchers have been exploring the application of game motivation to diverse nongame scenarios, a concept known as “gamification.” Gamification is defined as “the use of game design elements in nongame contexts” [89].

Jorge Fernando Ambros-Antemate, María del Pilar Beristain-Colorado, Marciano Vargas-Treviño, Jaime Gutiérrez-Gutiérrez, Pedro Antonio Hernández-Cruz, Itandehui Belem Gallegos-Velasco, Adriana Moreno-Rodríguez

JMIR Form Res 2023;7:e39838