Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review

Publication date

2024

Authors

Stutvoet, Maartje D
Levelt, LisaORCID 0000-0003-3458-4289ISNI 0000000512552061
Hrehovcsik, Micah M.
Veer, Job van’t
Visch, Valentijn T.
Bramer, Wichor M.
Hillegers, Manon H. J.
Veltkamp, RemcoISNI 0000000109665680
Nijhof, Sanne L.
Estevez-Lopez, F.ISNI 0000000518165943

Editors

Advisors

Supervisors

Document Type

Article
Open Access logo

License

unspecified

Abstract

This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people’s self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10–25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were rewards (50%), score (44%), creative control (41%), and social interaction (32%). In comparison with gamified tools, the number and diversity of game mechanics applied were higher in serious games. For most tools (85%), a general rationale was provided for utilizing gamification, which often was to promote engaging experiences. A rationale for using specific game mechanics was less commonly provided (only for 45% of the game mechanics). The limited availability of experimental research precludes to test the effectiveness of using gamification in eHealth to support self-management in young people with chronic diseases. In this study, we highlight the importance of reporting the rationale for utilizing specific game mechanics in eHealth tools to ensure a proper alignment with evidence-based practice and the need of conducting experimental research. PROSPERO: CRD42021293037.

Keywords

chronic illness, gamification, mental health, physical health, psychosomatic medicine, telemedicine, Health(social science), Rehabilitation, Computer Science Applications, Public Health, Environmental and Occupational Health, SDG 3 - Good Health and Well-being

Citation

Stutvoet, M D, Levelt, L, Hrehovcsik, M M, Veer, J V, Visch, V T, Bramer, W M, Hillegers, M H J, Veltkamp, R C, Nijhof, S L & Estévez-López, F 2024, 'Gamification in eHealth for Chronic Disease Self-Management in Youth: A Systematic Review', Games for health journal, vol. 13, no. 5, pp. 314-331. https://doi.org/10.1089/g4h.2023.0111