Evidence map›Paper›PMID 42643746›Full record

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.

Kristina Hall, Laura Watkowski, Berit Helmus

Abstract readReview
In one paragraph

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.

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

3 authors.

Kristina HallFraunhofer FIT, Branch Business & Information Systems Engineering, Bayreuth, Germany.
Laura WatkowskiFraunhofer FIT, Branch Business & Information Systems Engineering, Bayreuth, Germany.
Berit HelmusFraunhofer FIT, Branch Business & Information Systems Engineering, Bayreuth, Germany.ORCID https://orcid.org/0009-0005-5996-0748

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

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

gamificationgamified healthself-determination theorywell-beingworkplace health

Identifiers

PMID42643746
PMCPMC13504128

What Socratic holds

Textmetadata
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.