Evidence mapPaperPMID 41459568Full record

ReviewJournal of multidisciplinary healthcare2025

Gamification Strategies in Digital Health Interventions for Attention Rehabilitation in Stroke Survivors: A Systematic Review.

Andri Nugraha, Cecep Eli Kosasih, Iqbal Pramukti, Vitriana Biben

Abstract readReview
In one paragraph

Review in Journal of multidisciplinary healthcare, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 1 paper.

0numbers the graph read from it
0cells of the map it votes in
1citing papers in PubMed
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

1 citing paper in PubMed.

  1. Review
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

4 authors.

Andri NugrahaDoctoral Program in Medical Sciences, Faculty of Medicine, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0003-4989-2241
Cecep Eli KosasihDepartment of Critical Care and Emergency Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0001-7524-3910
Iqbal PramuktiDepartment of Community Health Nursing, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0002-0645-0534
Vitriana BibenDepartment of Physical Medicine and Rehabilitation, Faculty of Medicine, Universitas Padjadjaran, Sumedang, West Java, Indonesia.ORCID 0000-0002-0729-8853

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Stroke is a leading cause of long-term disability, with attentional deficits affecting most survivors and limiting independence, activities of daily living (ADL), and quality of life. Conventional rehabilitation often lacks engagement and accessibility, which underscores the need for innovative strategies. Digital health interventions incorporating gamification may enhance attentional rehabilitation. However, the evidence remains limited. Objective: This review systematically evaluated the effectiveness, safety, and gamification strategies of digital health interventions for attentional rehabilitation after stroke, including their impact on ADL. Methods: A systematic review was conducted following the Preferred Reporting Items for Systematic Reviews and Meta-Analysis (PRISMA) guidelines. The Scopus, PubMed, and EBSCO-host databases were searched for randomized controlled trials (RCTs) published from January 2015 to February 2025. Eligible studies included adult patients with stroke undergoing gamified digital interventions. Methodological quality was assessed using the Joanna Briggs Institute (JBI) checklist, and risk of bias was evaluated using the Cochrane RoB-2 tool. Results: Twelve RCTs with 544 participants were included. The interventions employed computer-based programs, virtual reality systems, and mobile applications. The most common gamification elements were progression, feedback, levels, challenges, and points. Seven trials reported significant improvements in attentional performance, whereas five showed no measurable benefits. Only two studies demonstrated significant improvements in ADL. Safety outcomes were favorable, with mild adverse events (transient dizziness and ocular fatigue) reported in one trial. Conclusion: Gamification-based digital health interventions are safe, feasible, and show promise in enhancing attention after stroke. However, heterogeneity, small sample sizes, and short intervention durations limit generalizability. Large-scale multicenter RCTs with standardized protocols and long-term follow-up are needed to establish clinical value.

Indexed as

activities of daily livingattentional rehabilitationdigital healthgamificationstroke

Identifiers

PMID41459568
PMCPMC12742302

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.