ReviewJMIR serious games2025
Effectiveness of Gamification Interventions to Improve Physical Activity and Sedentary Behavior in Children and Adolescents: Systematic Review and Meta-Analysis.
Review in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 12 papers, 2 of them syntheses that pooled 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.
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.
Who cites it
12 citing papers in PubMed, 2 syntheses or guidelines pooled it.
- Digital Tools' Effectiveness on Physical Activity Outcomes in Children and Adolescents: Umbrella Review.JMIR public health and surveillance · 2026Pooled it
- Meta-analyses of randomized controlled trials assessing the effect of digital tools on step count and moderate-to-vigorous physical activity in healthy children and adolescents.Frontiers in digital health · 2026Pooled it
- A Gamified Mobile Health Intervention to Promote Physical Activity, Executive Function, and Mental Health in College Students: Randomized Controlled Trial.Journal of medical Internet research · 2026Trial
- Trial
- Observational
- GUM: Gum Understanding Mission-A Serious Game to Improve Periodontitis Literacy Among University Students.Dentistry journal · 2026Article
- Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry.JMIR serious games · 2026Article
- Designing an mHealth App to Encourage Uptake of Muscle-Strengthening Exercise in Older Adults: Co-Design Focus Group Study.JMIR aging · 2026Article
- Design Requirements for Gamified Exercise Apps for Adults With Prehypertension Based on the Octalysis Framework and Self-Determination Theory: Qualitative Interview Study.JMIR serious games · 2026Article
- From immersion to burnout: anxiety mechanisms and pathways to motivational exhaustion in gamified health education.Frontiers in public health · 2026Article
- Non-immersive virtual reality games, sleep, and sedentary behavior in children.Frontiers in sports and active living · 2026Article
- Digital communication tools used to promote healthy lifestyles: an overview of reviews from the BRIDGE project.Frontiers in digital health · 2026Review
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
5 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background: Physical activity (PA) is critically linked to the health outcomes of children and adolescents. Gamification interventions represent a promising approach to promote PA engagement. However, the effects of these interventions on both PA and sedentary behavior (SB) in this population remain controversial. This review seeks to clarify this controversy. Objective: This systematic review aimed to evaluate the effectiveness of gamification interventions in enhancing PA and reducing SB in children and adolescents, while identifying potential moderators for PA promotion. Methods: We systematically searched PubMed, Web of Science, Embase, EBSCO, and Cochrane Library databases for randomized controlled trials (RCTs) published between January 1, 2010, and August 1, 2024. Included RCTs examined gamification interventions targeting PA, SB, daily step counts, and BMI in children and adolescents. Random-effects meta-analyses were performed using RevMan 5.4 (Cochrane) and Stata 18.0 (StataCorp), with subgroup analyses assessing moderating effects of theoretical paradigms, game elements, and intervention duration. Methodological robustness was evaluated via the Egger regression test, sensitivity analyses (leave-one-out method), and funnel plot inspection for publication bias. Results: A total of 16 RCTs involving 7472 children and adolescents (age range 6-18 y) were included. Our findings showed that the gamification interventions significantly increased moderate-to-vigorous physical activity (MVPA; standardized mean difference [SMD] 0.15, 95% CI 0.01 to 0.29; P=.04) and reduced BMI (SMD 0.11, 95% CI 0.05 to 0.18; P<.001). However, there was no significant improvement in SB (SMD 0.07, 95% CI -0.07 to 0.22; P=.33), vigorous physical activity (SMD 0.12, 95% CI -0.3 to 0.55; P=.56), moderate physical activity (SMD 0.16, 95% CI -0.2 to 0.53; P=.38), light physical activity (SMD -0.00, 95% CI -0.49 to 0.48; P>.99), and daily step count (SMD 0.22, 95% CI -0.51 to 0.94; P=.55). Subgroup analyses revealed significant moderation effects for MVPA improvement by theoretical paradigm, game elements, intervention duration, and study setting. Conclusions: This meta-analysis confirms that gamification interventions effectively increased MVPA in children and adolescents, with sustained effects persisting beyond follow-up. The efficacy of these interventions is significantly moderated by theoretical paradigms, game elements, and intervention duration. However, blinding infeasibility contributed to prevalent performance bias, potentially introducing detection bias for subjective SB and PA metrics. Future research should strengthen blinding protocols for outcome assessors, enhance allocation concealment reporting, and validate conclusions through high-quality RCTs.
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What Socratic holds
Registered trials
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.