Evidence mapPaperPMID 41740090Full record

ArticleJMIR serious games2026

Design Requirements for Gamified Exercise Apps for Adults With Prehypertension Based on the Octalysis Framework and Self-Determination Theory: Qualitative Interview Study.

Sijia Li, Genying Liu, Li Qiao, Hong-Yu Yu, Yu-Yang Zhang, Runyuan Pei, Yue-Tao Lin, Hao-Ming Ma, Mei-Hua Piao

Abstract read
In one paragraph

Article in JMIR serious games, 2026. 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. Article
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

9 authors.

Sijia Li *School of Nursing, Chinese Academy of Medical Sciences & Peking Union Medical College, 33 Badachu Road, Shijingshan District, Beijing, 100144, China, 86 13522112889.ORCID http://orcid.org/0009-0001-0740-5858
Genying Liu *Outpatient Department, West China Hospital, Sichuan University, Chengdu, China.ORCID http://orcid.org/0009-0002-5825-8939
Li QiaoSchool of Nursing, Chinese Academy of Medical Sciences & Peking Union Medical College, 33 Badachu Road, Shijingshan District, Beijing, 100144, China, 86 13522112889.ORCID http://orcid.org/0000-0002-7208-7745
Hong-Yu YuSchool of Nursing, University of Washington, Seattle, WA, United States.ORCID http://orcid.org/0000-0001-5113-9246
Yu-Yang ZhangSchool of Nursing, Chinese Academy of Medical Sciences & Peking Union Medical College, 33 Badachu Road, Shijingshan District, Beijing, 100144, China, 86 13522112889.ORCID http://orcid.org/0009-0006-1613-4259
Runyuan PeiSchool of Nursing, Chinese Academy of Medical Sciences & Peking Union Medical College, 33 Badachu Road, Shijingshan District, Beijing, 100144, China, 86 13522112889.ORCID http://orcid.org/0009-0007-8190-2477
Yue-Tao LinComprehensive Disease Center, West China Xiamen Hospital of Sichuan University, Fujian, China.ORCID http://orcid.org/0009-0003-6442-0987
Hao-Ming MaSchool of Nursing, Chinese Academy of Medical Sciences & Peking Union Medical College, 33 Badachu Road, Shijingshan District, Beijing, 100144, China, 86 13522112889.ORCID http://orcid.org/0000-0002-0271-8409
Mei-Hua PiaoSchool of Nursing, Chinese Academy of Medical Sciences & Peking Union Medical College, 33 Badachu Road, Shijingshan District, Beijing, 100144, China, 86 13522112889.ORCID http://orcid.org/0000-0002-2436-6870

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Managing blood pressure (BP) in prehypertensive individuals is crucial to prevent the incidence of hypertension. While physical activity has proven effective in BP management, physical inactivity remains prevalent. Gamification has shown promise in addressing physical inactivity; however, its effectiveness is limited due to the suboptimal intervention design. Objective: This study aimed to develop a comprehensive understanding of prehypertensive individuals' needs, design preferences, and motivational drives for gamified exercise apps by integrating the Octalysis Gamification Framework with Self-Determination Theory (SDT) through a participatory qualitative methodology. Methods: The study adopted a cross-sectional qualitative interview study design and used semistructured interviews conducted from June to July 2025 across mainland China. Participants were recruited through online platforms using purposive sampling to select adults with prehypertension (systolic BP 120-139 mm Hg and/or diastolic BP 80-89 mm Hg). Interview guides were systematically structured around SDT constructs and the Octalysis Framework's 8 core gamification drives to explore participants' needs, design preferences, and motivational drives for gamified exercise apps. An inductive or deductive hybrid thematic analysis was used to identify key themes. Results: A total of 14 eligible prehypertensive individuals participated in the study. Their needs and preferences for exercise apps, including exercise guidance, data monitoring and feedback, and wearable device portability, were summarized. Eight core gamification motivational drives, such as epic meaning and social influence, according to the Octalysis Framework, were explored with interviewees, including their attitudes and creative design considerations. Moreover, the study examined how the satisfaction of basic psychological needs (eg, sense of volition, technical challenges, and social connections) influences the transformation of motivation. Conclusions: This theory-informed qualitative study is among the first to explore the needs and preferences of individuals with prehypertension for gamified exercise apps by integrating the Octalysis Gamification Framework with SDT. The findings suggest that successful gamified exercise apps for prehypertensive individuals may benefit from going beyond traditional game mechanics to address deeper psychological needs. Participants emphasized the importance of personalized exercise programming, robust health monitoring capabilities, and human-centered gamification designs that support autonomy, competence, and relatedness. Satisfaction of these basic psychological needs is critical for transforming extrinsic motivations, such as weight management and health values, into intrinsic enjoyment of exercise. By integrating a theoretical basis with user-centered perspectives, this study provides context-specific design implications for future development of gamified exercise apps tailored to prehypertensive individuals in similar digital health contexts.

Indexed as

gamificationmHealthmobile healthprehypertensionqualitative studyself-determination theory

Identifiers

PMID41740090
PMCPMC12935292

What Socratic holds

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LicenceCC BY
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Registered trials

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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.