Evidence map›Paper›PMID 40761775›Full record

ReviewDigital health

Gamified digital exercise interventions for children and adolescents: Protocol for a systematic review and behavior change technique analysis.

Jiajia Zhu, Mengyi Chen, Weihong Jiang, Jiajia Li, Xin Liu, Hongcheng Jin, Jihua Zhu

Abstract readReview
In one paragraph

Review in Digital health. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed, 2 pooled it
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed, 2 syntheses or guidelines pooled it.

  1. Pooled it
  2. Pooled it
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Jiajia ZhuDepartment of Nursing, The Children's Hospital, Zhejiang University School of Medicine, National Clinical Research Center for Child Health, Hangzhou, Zhejiang Province, China.ORCID https://orcid.org/0009-0007-8115-4376
Mengyi ChenDepartment of Nursing, The Children's Hospital, Zhejiang University School of Medicine, National Clinical Research Center for Child Health, Hangzhou, Zhejiang Province, China.
Weihong JiangCardiac Surgical Ward, The Children's Hospital, Zhejiang University School of Medicine, National Clinical Research Center for Child Health, Hangzhou, Zhejiang Province, China.
Jiajia LiDepartment of Nursing, The Children's Hospital, Zhejiang University School of Medicine, National Clinical Research Center for Child Health, Hangzhou, Zhejiang Province, China.
Xin LiuSchool of Nursing, Zhejiang Chinese Medical University, Hangzhou, Zhejiang Province, China.
Hongcheng JinDepartment of Nursing, The Children's Hospital, Zhejiang University School of Medicine, National Clinical Research Center for Child Health, Hangzhou, Zhejiang Province, China.
Jihua ZhuDepartment of Nursing, The Children's Hospital, Zhejiang University School of Medicine, National Clinical Research Center for Child Health, Hangzhou, Zhejiang Province, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: With rising concerns over physical inactivity in children and adolescents, gamified digital exercise interventions have emerged as promising strategies to enhance engagement and adherence to physical activity (PA). However, their overall effectiveness and the key behavior change techniques (BCTs) that drive success remain unclear. Methods: This systematic review will assess the effects of gamified and digital exercise interventions on PA and health outcomes in children and adolescents aged 6-18 years. We will include randomized controlled trials and non-randomized studies of interventions focusing on interventions using digital technologies such as exergames, mobile applications, virtual reality, augmented reality, and wearables, with at least one gamification element. A comprehensive search will be conducted in PubMed, Web of Science, Scopus, Embase, CINAHL, PsycINFO, Cochrane Library, IEEE Xplore, CNKI, and Wanfang Data, covering studies from January 2014 to August 2025. BCTs will be categorized using the BCT Taxonomy v1 (BCTTv1), and data will be synthesized through meta-analysis or narrative synthesis depending on study homogeneity. The Promise Ratio will be used to identify the most effective BCTs. Conclusion: This review will provide valuable insights into the effectiveness of gamified and digital exercise interventions, helping to identify key BCTs that contribute to successful outcomes. The findings will guide the design and optimization of future exercise interventions among children and adolescents, with the goal of improving their overall health and well-being. Prospero registration number: CRD420250651337.

Indexed as

behavior change techniqueChildren and adolescentsgamified digital exercise interventionprotocolsystematic review

Identifiers

PMID40761775
PMCPMC12319270

What Socratic holds

Textmetadata
LicenceCC BY-NC
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.