ReviewDigital health
Playing for better health: Gamification in digital workplace health promotion - A structured review of design elements, outcomes, and mechanisms from a self-determination theory perspective.
Review in Digital health. 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.
- Evaluating AI chatbots for providing health advice on occupational sedentary behavior in the workplace.Frontiers in public health · 2026Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
3 authors.
Funding
No grant is acknowledged in the PubMed record.
Abstract
Background: Digital technologies increasingly shape the work environment of knowledge workers and can negatively affect employee well-being. While organizations have introduced digital workplace health promotion programs to address these challenges, many initiatives struggle with low engagement. Gamification is considered a promising approach to enhance participation, yet it remains unclear how different game design elements influence various dimensions of employee well-being, leaving organizations with limited guidance on how to design effective gamified health interventions. Objective: This study examines how gamification in digital workplace health promotion programs contributes to employee well-being by (1) identifying the targeted well-being dimensions, (2) analyzing game design elements and their theoretical foundations, and (3) extracting Self-Determination Theory-related success factors. Method: We conducted a structured literature review across AIS eLibrary, PubMed, JSTOR, ScienceDirect, and Web of Science, last searched in 2023. The search yielded a total of 823 papers for screening. Studies were included if they empirically examined gamification technologies in workplace contexts and their effects on well-being or health-related behavior among knowledge workers; non-empirical studies, studies outside the workplace context, and studies without gamification or well-being-related outcomes were excluded. Eligible studies were analyzed using a concept matrix to systematically map game design elements, well-being dimensions, and Self-Determination Theory-related success factors. Results: Eighteen studies were included in the final synthesis. Most studies focused on physical well-being, while mental well-being and job-related outcomes were examined less frequently. Four design strategies emerged: progress-, social-, financial-, and immersion-oriented elements. Self-Determination Theory appears useful for understanding gamification effects, although few studies explicitly apply theoretical frameworks. Conclusion: Gamified digital workplace health promotion programs show promise in enhancing employee well-being, yet existing research remains conceptually narrow and insufficiently theory driven. Therefore, we propose a research agenda calling for greater conceptual clarity, stronger theoretical grounding, and the evaluation of long-term, personalized, and adverse effects.
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.