Gamification for Health and Wellbeing: A Systematic Review of the Literature

Daniel Johnson, Christoph Sebastian Deterding, Kerri-Ann Kuhn, Aleksandra Staneva, Stoyan Stoyanov, Leanne Hides

Research output: Contribution to journalArticlepeer-review

Abstract

Background: Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness.
Aims: We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being.
Methods: We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain.
Results: We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviors, but mixed for cognitive outcomes.
Conclusions: The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviors. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations present in many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention).
Original languageEnglish
Pages (from-to)89–106
JournalInternet Interventions
Volume6
Early online date2 Nov 2016
DOIs
Publication statusPublished - 2 Nov 2016

Bibliographical note

© 2016, Elsevier B.V. This is an author-produced version of the published paper. Uploaded in accordance with the publisher’s self-archiving policy.

Keywords

  • gamification
  • health
  • Wellbeing
  • Systematic review

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