ArticleBMC public health2025
Digital nudges and gamification: how the China state promotes citizens to manage chronic diseases in neighborhoods.
Article in BMC public health, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.
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
1 citing paper in PubMed.
- Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
2 authors.
Funding
Abstract
backgroundChronic diseases pose a growing threat to public health and have raised widespread social concern in China. In response, the Chinese government has rolled out chronic disease management campaigns at the community level to curb disease incidence. However, low public participation constrains their effectiveness. Although campaign-style mobilization has been widely studied, less is known about how digital nudges, particularly gamification, enhance citizen engagement in Chinese communities.
methodsTo address this gap, we conducted in-depth interviews with sixty Chinese stakeholders to examine how the Chinese state nudged individuals toward proactive chronic disease management using gamified mechanics.
resultsWe identify four core gamification elements, including dramatization, level-up progression, rewards, and socialization, that function as digital nudges. These gamified interventions can significantly reduce participants' cognitive burden, amplify their perceived benefits of self-care, enhanced individual agency, and foster supportive social networks. However, the sustainability of these gamified interventions is undermined by misaligned reward structures, standardized level-up progression systems, and unresolved intra-community conflicts.
conclusionsTo overcome these obstacles, we propose implementing culturally attuned reward mechanisms, dynamically tailored challenge pathways, and robust online community governance to foster enduring public engagement. By revealing China's neighborhood-level digital nudge approaches, this research not only enriches global understanding of gamified chronic disease management but also provides transferable design principles for public health interventions worldwide.
Indexed as
Identifiers
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.