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Sardi Et Al
Sardi Et Al
Methodological Review
a r t i c l e i n f o a b s t r a c t
Article history: Gamification is a relatively new trend that focuses on applying game mechanics to non-game contexts in
Received 19 June 2016 order to engage audiences and to inject a little fun into mundane activities besides generating motiva-
Revised 14 May 2017 tional and cognitive benefits. While many fields such as Business, Marketing and e-Learning have taken
Accepted 15 May 2017
advantage of the potential of gamification, the digital healthcare domain has also started to exploit this
Available online 20 May 2017
emerging trend. This paper aims to summarize the current knowledge regarding gamified e-Health appli-
cations. A systematic literature review was therefore conducted to explore the various gamification
Keywords:
strategies employed in e-Health and to address the benefits and the pitfalls of this emerging discipline.
Gamification
e-Health
A total of 46 studies from multiple sources were then considered and thoroughly investigated. The results
Application show that the majority of the papers selected reported gamification and serious gaming in health and
Serious game wellness contexts related specifically to chronic disease rehabilitation, physical activity and mental
Systematic literature review health. Although gamification in e-Health has attracted a great deal of attention during the last few years,
there is still a dearth of valid empirical evidence in this field. Moreover, most of the e-Health applications
and serious games investigated have been proven to yield solely short-term engagement through extrin-
sic rewards. For gamification to reach its full potential, it is therefore necessary to build e-Health solu-
tions on well-founded theories that exploit the core experience and psychological effects of game
mechanics.
! 2017 Elsevier Inc. All rights reserved.
Contents
1. Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
2. Systematic literature review methodology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.1. Research questions and search strategy. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.2. Inclusion and exclusion criteria . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.3. Quality assessment . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
2.4. Data extraction strategy and synthesis method . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
3. Results. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
4. Discussion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
4.1. Implications of the results . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
4.2. Study limitations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
5. Conclusion and future work . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Conflict of interest . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Appendix A. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Appendix B . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Appendix C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
References . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 46
⇑ Corresponding author.
E-mail addresses: lamyasardi@gmail.com (L. Sardi), ali.idri@um5.ac.ma (A. Idri),
aleman@um.es (J.L. Fernández-Alemán).
http://dx.doi.org/10.1016/j.jbi.2017.05.011
1532-0464/! 2017 Elsevier Inc. All rights reserved.
32 L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48
lighted the potential effects and hurdles surrounding the integra- Research question Rationale
tion of game elements in solutions for health-purposes. Which publication channels are the To examine the different sources in
This paper reports the results of this systematic review con- main targets for gamification in e- which articles related to gamification
ducted on a set of studies involving serious games and gamified Health? in e-Health are being published
applications. This study firstly sought to review and analyze the How is the research focused on To explore the temporal and
gamification in e-Health geographic publication trends of
existing research contributions that explicitly identify the game distributed over years and across gamification in e-Health
elements employed in eHealth. It classified the selected studies countries?
according to their publication channels, research types, empirical How easy is it to find recognized To discover how appropriate and
research studies and application health domains. Moreover, it papers? relevant the articles found are
In which health domains has To identify the health domains most
examined the contributions produced over time with regards to
gamification been investigated? frequently investigated in the studies
the game elements employed and explored the perceived benefits What are the research types of the To identify the main types of
and challenges of embedding gamification techniques in different studies related to the gamification research used in studies on
e-Health solutions. of e-Health? gamification in e-Health
The remainder of this paper is structured as follows: Section 2 Are the studies in the area To determine whether research in
empirically validated? the area has been validated through
describes the systematic literature review process; it presents the
empirical studies
research questions and the search string, along with the inclusion What game mechanics have been To understand the different aspects
and exclusion criteria. Section 3 reports the results obtained from used in gamifying e-Health? of gamification in e-Health
the literature review. Section 4 discusses the main findings, states Which challenges are the most To explore the limitations and
frequently encountered during problems of gamification that are
the limitations of the studies and outlines the implications for
gamification? most frequently addressed in the
practice and research. Our conclusions and future work are pre- existing literature
sented in Section 5. What are the benefits of using To discover the advantages and the
gamified e-Health? positive outcomes of gamified e-
Health
2. Systematic literature review methodology
The main goal of a Systematic Literature Review is to provide a 2.2. Inclusion and exclusion criteria
comprehensive and coherent synthesis of the studies available as
regards a particular research area [36]. As Kitchenham [32] states, After removing duplicates, a set of inclusion and exclusion cri-
a systematic literature review is a form of secondary study teria was formulated to evaluate and identify the most relevant
intended to identify, appraise and synthesize all available studies studies of those retrieved. The selection process was conducted
which address a particular research question. The key stages when by the three authors, who considered the metadata in the papers,
conducting a systematic literature review are: (1) Definition of and each discrepancy that occurred was solved by screening the
research questions, (2) Development of research protocol, (3) Per- entire paper. The studies that satisfied at least one of the following
forming the literature search, (4) Data extraction, (5) Quality criteria were included:
appraisal, (6) Data analysis and results and (7) Interpretation of
results [37]. Systematic literature reviews have been found to IC1. The paper focuses on the use of gamification in e-Health.
allow researchers to come to a common and comprehensive under- IC2. The paper evaluates gamified e-Health applications or seri-
standing of the status of a given research area [38]. Many literature ous games for end-users.
reviews have been successfully carried out in the Computer IC3. The paper provides empirical evidence regarding the
Science domain and have generated well-founded findings, as impacts and outcomes of gamifying e-Health.
occurred in [39,40].
The studies that met at least one of these exclusion criteria were
discarded:
2.1. Research questions and search strategy
to join the three major parts. The papers returned were obtained Software (App* OR framework* OR system* OR electronic*) AND
by applying the search string to the metadata (title-keywords- Health (*health* OR *PHR* OR *EHR* OR medic* OR clinic* OR patient*)
AND
abstract) in each digital source. Further adaptation was needed to Gamification (gamif* OR ‘‘game elements” OR game* OR ‘‘game mechanics”)
suit the search process of each library.
34 L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48
assessment carried out by means of a set of closed-questions which ! Evaluation research: Techniques are implemented in prac-
were used to evaluate the relevance and quality of the papers’ con- tice and an evaluation of the technique is conducted.
tents. The quality assessment questions were formulated according ! Review: Multiple research studies or papers are investigated
to a previous systematic literature review [39] and are described as and/or critically analyzed.
follows: ! Other: e.g. Experience papers, opinion papers, philosophical
papers, etc.
QA1. Does the paper present a detailed description of the game RQ6: Empirical research studies can be classified in the follow-
elements employed? The possible answers were ‘‘Yes (+1)”, No ing categories [44]:
‘‘(+0)” and ‘‘Partially (+0.5)”. ! Experiment: A highly-controlled empirical method that
QA2. Does the study present empirical results? commonly uses students as subjects.
The possible answers were ‘‘Yes (+1)” and No ‘‘(+0)”. ! Case study: An observational study that tracks projects in
QA3. Are the limitations of gamification addressed explicitly? their real-life context.
The possible answers were ‘‘Yes (+1)” and No ‘‘(+0)”. ! Survey: This method involves collecting quantitative data
QA4. Does the paper discuss the benefits of gamification? The from a sample of the population to be studied, usually by
possible answers were ‘‘Yes (+1)” and No ‘‘(+0)”. means of questionnaires and interviews.
QA5. Has the study been published in a relevant journal or con- RQ7: The game mechanics should be extracted from each paper
ference proceedings? so as to identify those most frequently used in the healthcare
sector. A commonly leveraged framework of game mechanics
This quality assessment question was rated by considering the consists of the following game components [45]:
CORE 2014 [42] and Journal Citation Reports 2014 (JCR); rankings ! Points: ‘‘the heart of any gaming system”, which quantify
of conferences and journals, respectively. The possible answers to users’ participation and performance.
this question were: ! Badges: these mark the completion of goals and are fre-
quently assigned upon accumulating points.
! for conferences, workshops, and symposia: ! Leaderboards: these visually display where users stand with
o (+1.5) if it is ranked CORE A regard to their peers.
o (+1) If it is ranked CORE B ! Challenges and quests: these provide users with a guided
o (+0.5) If it is ranked CORE C path in order to perform a prescribed set of gameplay
o (+0) If it is not in the CORE ranking actions.
! for journals: ! Levels: these serve to indicate the users’ progress in the
o (+2) If it is ranked Q1 gamified experience over time (e.g. Progress bars).
o (+1.5) If it is ranked Q2 ! Feedback: this is the constant process of returning informa-
o (+1) If it is ranked Q3 or Q4 tion to users about their actions within the game in real-
o (+0) if it has no JCR ranking time.
! for others: (+0). RQ8: Information about possible obstacles should be analyzed
in order to determinate how gamification in the health area
Question QA1 scores partially when the paper does not provide could be hampered.
details about the game elements employed in the application. The RQ9: The salient findings should be considered so as to investi-
differentiation made as regards the score for question QA5 is owing gate the impact of gamifying e-Health.
to the fact that it is usually more complicated to publish in ranked
journals than in conferences or symposia. The highest quality The synthesis process aims to synthesize the relevant informa-
assessment score that could be given to a paper was 6, (i.e., the tion extracted from the selected papers in order to answer the
total score is an integer between 0 and 6). research questions. Besides using descriptive statistics, the results
were graphically represented to help interpret them. The data
2.4. Data extraction strategy and synthesis method extracted for the research questions ranging from RQ1 to RQ7 are
presented in Appendix A.
The RQs listed in Table 1 were answered by designing a data
extraction form which was filled in for each of the selected papers.
Using a structured sheet, data were extracted by one reviewer and 3. Results
subsequently checked for accuracy by the other two authors. All
the information extracted is described below. This section describes the results of the systematic literature
review conducted to answer the research questions presented in
RQ1: Publication source and channel of each paper should be Table 1.
extracted. The selection process was performed between December 2015
RQ2: In order to analyze the temporal and spatial evolution of and January 2016. As shown in Fig. 1, a total of 562 papers were
publications in the area, the papers should be distributed over returned from the database searches by using the search terms
years and the authors’ nationalities should be represented. described in Table 2.
RQ3: The ranking of the publication sources should be consid- After removing duplicates and papers that met the first three
ered so as to investigate the pertinence of the papers. exclusion criteria, 534 papers were left and underwent a screening
RQ4: The health topic should be obtained in order to identify based on their metadata (Title, keywords and abstract). Of 534
the exact domain to which gamification has been applied. papers, 474 were excluded after the application of EC4. The
RQ5: This question deals with the nature of the research remaining 60 papers were evaluated by considering their full texts.
reported in each paper. A research type can be organized into 19 articles were discarded and 41 articles focusing on both gamifi-
the following categories [43]: cation and serious gaming in e-Health were selected after applying
! Solution proposal: A paper in this category proposes a solu- EC4. Five more articles were identified after checking the reference
tion to a problem. The solution can be either new or a signif- list of each selected study (snowballing technique). A total of 46
icant extension to an existing technique. papers were, therefore, eventually included in this systematic
L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48 35
25
20
Number of papers
Selected
15 studies
10
Empirical
studies
5
0
2008 2010 2012 2014 2016
United states
Portugal
Canada
England
Netherlands
Finland
Italy
Ireland
Germany
Austria
Sweden
Spain
Israel
Greece
Colombia
Brazil
0 2 4 6 8 10 12
Chronic disease two papers tackling serious games in e-Health were nutrition-
13 10 related and presented m-Health interventions to increase chil-
management/rehab
dren’s vegetable consumption [51] and improve their nutritional
Physical activity 13 2
outcomes [52], respectively. Nutrition was also identified in a
paper written by Pereira et al. [72], in which a mobile application
Nutrition 3 2
was developed to persuade users to change their bad eating habits
Mental health 3 5 through a collaborative gamified experience. While most the
papers investigated gamification in a single health domain, three
Hygiene 1 papers [72–74] reviewed gamified applications related to multiple
health domains including nutrition, hygiene, physical activity and
0 10 20 30 chronic disease management.
Gamified apps Serious Games RQ5: What are the research types of the studies related to the
Fig. 4. Health topics studied in the selected papers.
gamification of e-Health?
Serious Games
0 50 100 150 200 250
Number of participants Gamified Apps
Serious Games
0 500 1000 1500 2000 2500 3000 3500 4000 4500 5000
Gamified Apps
Number of hours
Fig. 7. Duration of the empirical studies (in hours).
38 L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48
Moreover, personalized avatars and animated characters were [55]. Another advantage that was recurrently identified was that of
used to represent the users [59,60,68]. Keung et al. [67] included promoting the gameplay and making the application more enter-
a narrative context in their gamified fitness application in which taining and easy to use and intelligible, especially for children
the user is asked to perform a set of workouts so as to progressively and the elderly. All the benefits drawn from the selected papers
unlock the storylines. are summarized in Table 4.
Table 3
Limitations of gamification in e-Health.
Table 4
Advantages of gamification in e-Health.
England [61,70,78] and Finland [53,54,75]. A smaller frequency of improve their wellbeing [46]. Some of the health conditions that
contributions has been made by other European countries such the papers in this category dealt with are Stroke, Diabetes, Alzhei-
as, Ireland [79,90], Italy [58,59], Spain [81], Greece [62], Sweden mer’s disease and Cardiovascular disease. Mental health also held
[68] and Austria [76], and by Latin America countries, namely the interest of researchers in both areas (gamification and serious
Colombia [80] and Brazil [82]. Although many studies were dis- gaming); a total of eight papers discussed the design of gamified
carded to meet the inclusion criteria of this literature review, there applications and serious games dedicated to people suffering from
was little to no frequency of contributions from Asian and African mental disorders. These papers concentrated particularly on two
countries. This spatial inequity could be explained by the develop- major health conditions, namely Anxiety [68,69,71] and Attention
ment that has occurred at the level of e-Health in countries Deficit Hyperactivity Disorder (ADHD) [70,52]. ADHD is defined as
throughout the world. The most highly developed countries were, a mental disorder that is marked by a pattern of behavioural symp-
therefore, obviously the first to tackle this area and make fruitful toms including inattention, hyperactivity and impulsivity [70].
contributions in order to enrich it. Two papers presented serious games intended to minimize intel-
lectual deficiency and to improve the phonological competencies
RQ3: How easy is it to find recognized papers? in children, respectively [56,66]. In addition, there were five papers
concerning nutrition and personal hygiene [51,72,73,82,86]. These
Even though conferences and symposia outnumbered journals studies reported that their objective was to change eating and
in this study, the majority of the journals identified were highly hygiene habits and bolster the ability to adopt healthy lifestyles
recognized. Of the five journals ranked as JCR, three of them are [51,72,82]. Bearing in mind the various health domains that were
interested in Medicine and Health informatics. The focus areas of investigated in the selected studies, there would appear to be a
the three additional JCR journals include cyber-psychology and growing interest in the use of gamified health interventions and
ubiquitous computing. Regarding conferences, only two confer- serious games in the treatment, rehabilitation and management
ences were found in the CORE 2014 ranking and their scopes of chronic disease patients. In this respect, gamified healthcare
include, among others, collaborative approaches in healthcare sys- applications can ease the burden and provide motivation to the
tems, gamification and interaction design for games. The percent- patients by creating a therapeutic game-like environment [74].
age of recognized papers (30%) indicates that gamification and Persevering with regular healthy activities such as completing a
serious games in the e-Health area are considered to be maturing course of medication, maintaining an exercise routine or sticking
disciplines. As can be inferred from the quality assessment we per- to a healthy diet can be a struggling and demoralizing experience.
formed, the papers included were neither perfect nor improper in With the help of gamified tools and platforms, these activities
terms of quality and relevance. However, most of the selected become more enjoyable and easier to keep on with. Similarly, gam-
studies obtained scores in the range of [3,6]; seven studies received ified e-Health applications provide a means to assist patients with
scores equal to 5 and there were only five studies whose scores mental health problems and disorders such as anxiety, stress and
were equal to either 1 or 1.5. depression. Beyond raising awareness and understanding of these
mental health issues, gamified tools can deliver cognitive therapies
! RQ4: In which health domains has gamification been to reduce stress or tune out negativity and anxiety by displaying
investigated? avatars and offering rewards, among others [69]. In a similar vein,
serious games for health entertain and promote better delivery of
Gamified applications and serious games were designed for a health care services. The use of tailored games can serve the pur-
variety of health topics, yet there was a slight difference perceived pose of raising patients’ willingness to manage their disease or
between the major health topics investigated in both areas. condition and increasing their medical adherence. It also provides
Chronic disease management and rehabilitation was the most fre- an opportunity to motivate patients to persevere in long-term
quently investigated health domain in the selected studies on both treatments. Gamification and serious gaming are therefore highly
gamification and serious games. Whereas several studies were promising in the matter of reducing problems with treatment
found in the area of gamified applications applied to physical activ- adherence [91] and boosting engagement with healthcare
ity, very few research studies addressed serious gaming in this interventions.
topic. Physical activity, as it was defined in this study, encompasses
both fitness and exercise for people who are not ill. Papers report- RQ5: What are the research types of the studies related to the
ing prescribed exercise for patients with chronic disease, as in [78], gamification of e-Health?
were considered in the category of chronic disease management
and rehabilitation. Chronic disease management and rehabilitation The most prevalent research type is solution proposal, which
therefore embody specialized healthcare dedicated to help patients accounts for 54% of the selected papers. This implies that the
regain strength after illnesses [61] and provide those living with design and development of gamified e-Health applications and
long-term conditions with tools to manage their health and serious games are significantly expanding among researchers in
40 L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48
the areas of healthcare and pervasive technologies. The second A multitude of game mechanics are being integrated into gam-
most frequent research type in the selected studies is evaluation ified e-Health applications and serious games. The majority of the
research. About 35% of the papers analyzed conducted an evalua- selected studies reported the usage of a combination of game
tion of pre-implemented gamified e-Health interventions and mechanics to encourage users to engage with the application. Of
full-fledged serious games. Some of them additionally provided a the gamification elements most frequently used, we found feed-
set of benefits and drawbacks of the usage of these interventions. back, rewards, progression and social features. Most of the studies
However, this result denotes that evaluation research into gamifi- incorporated a basic game-like feature that rewards users with
cation and serious gaming in e-Health is, to some extent, scarce. numerical values for an action or a combination of actions. This
Indeed, researchers do not focus primarily on evaluating the exist- point-scoring system was generally associated with achievement
ing applications but alternately concentrate their efforts on rewards such as badges, trophies and medals upon accumulating
proposing new solutions to enhance the area in question. This is a certain amount of points. Apart from these virtual rewards, some
mainly owing to the complexity and difficulties inherent to the researchers opted for more personalized rewards [68]. For
evaluation of healthcare systems. In order to conduct thorough instance, the pain assessment application for adolescents with can-
health-related experiments, it is currently necessary to obtain per- cer [48] rewarded its users with a congratulatory video-recorded
missions and extensive consents from various parties, which ren- acknowledgment upon accomplishing the assessments. Moreover,
ders the evaluation even more difficult. Furthermore, five reviews children were rewarded real-world prizes such as a jump rope and
[49,53,72–74] were included in this study. A dozen gamified appli- a Frisbee after the completion of the game’s nutritional activities
cations related to healthcare and wellbeing were examined from [86]. Providing instant-feedback was also perceived as a helpful
different perspectives, such as design challenges in terms of func- mechanism as regards informing users about their current pro-
tionality and privacy [72,73]. Nevertheless, there was no relevant gress and alerting them to changes in their status. Feedback was
review of health serious games identified in this study. mainly represented in the form of visual popups [62] (e.g. textual
measures, informative messages) or audible notifications (sound
RQ6: Are the studies in the area empirically validated? effects) [80]. Serious games also provided constant auditory, visual
or textual feedback which directly react to the patient’s actions and
Empirical investigation is a crucial process in scientific research. inform on their performance and results [65,84]. It has been
Having qualitative data and measurements to hand can facilitate pointed out that the adjustment of the real-time feedback is cru-
the decisions made about the efficiency and reliability of the sys- cial, because the game needs to provide a feedback appropriate
tems evaluated [92]. There is a wide range of existing empirical to the level of the patient [57]. Feedback should therefore be
methods. The selected papers in this study relied principally on dynamic and adaptable. Several studies emphasized the positive
experiments (33%), which were performed mainly by students effect of socialization on the users’ engagement with the gamified
who showed their willingness to participate in the evaluation. applications. Whilst some applications implemented a socializa-
Recruiting participants from universities, hospitals or through tion component that interacts with the best-known social net-
acquaintances was a commonly adopted strategy when seeking works [61] (e.g. Facebook, Twitter), a private social platform was
prospective contributors. Five papers [46,48,62,64,78] carried out created in other applications to allow users to communicate with
case studies to assess the effectiveness of the gamified e-Health their peers and receive support from them [46]. Another aspect
applications. Within this category, it was noted that two case stud- of socialization was that of leaderboards. This is based on status,
ies [64,78] were performed by a single patient who was observed which leads to greater visibility for the users. This implies a social
during a long period of time. Consequently, these findings can comparison, which encourages the users of applications, especially
hardly be considered as being based on scientific evaluation. those related to physical activity, to surpass their fellows [76].
Research studies on serious games also used case studies to Another competition setting was that of creating a collaborative
explore the impact of these games on the improvement of partici- platform on which users can perform the application’s activities
pant’s condition by gathering quantitative data. Furthermore, sur- as part of a small group, which ultimately helps people enhance
veys were endorsed in 15% of the selected papers. With the their physical accomplishment [77]. Although not highly valued
exception of two papers [66,80], surveys were driven by a large in serious games, social interaction, as presented in two studies
sample of respondents and were launched upon the completion [50,52] consisted on the setup of an in-game social community
of the project. With regard to data collection methods, researchers of players where they can communicate and support each other
essentially opted for questionnaires and audio-recorded interviews in order to generate competition between them and stimulate a
that were later transcribed for better analysis. Around 35% of the prosocial behavior. As in the gamified applications, the players
studies did not include an empirical validation. Empirical evidence were able to see each other’s rank and current status on a leader-
about gamification and serious gaming in e-Health applications is board. In addition, serious games made an extensive use of
therefore progressively emerging [32]. However, gamification has leveling-up and progression mechanics. To advance levels, the
not yet attained the mainstream of any academic discipline. players had to perform challenges of a gradual increasing complex-
According to various studies on gamification [93,94], there is a ity [50,56]. On the contrary, progress bars and challenges were
serious lack of research that provides well-founded and rigorous found to be the least commonly used game mechanics in the
empirical evidence of the motivation process driven by the core selected studies on gamified applications. However, users who par-
elements of gamification. Several studies therefore reported the ticipated in the evaluation of applications that employ these
need for more substantial research and empirical data on the effec- mechanics expressed positivity about and satisfaction with them.
tiveness of the gamification elements incorporated into diverse They stated that challenges allowed them to complete a particular
contexts such as enterprises [20], education [7] and journalism set of actions within a time limit, but they suggested that this
[95]. In a like manner, it was noted that there is a dearth of studies mechanism might be more effective if they could set personalized
speculated about serious games that did not include high-quality challenges by themselves [75]. Moreover, a mobile fitness applica-
empirical evidence concerning positive impacts and outcomes of tion called BonnyBolt was based on a fictitious storyline in which
serious gaming [96]. users were asked to explore the different episodes of the storyline
while exercising. This quest appeared to be significantly engaging
RQ7: What game mechanics have been used in gamifying e- for young users [67]. Some studies reported the usage of further
Health applications?
L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48 41
gamification elements. For instance, users of a wellness application ing an entire gamified solution on the basis of a single gamification
[75] were disposed to track their progress instantly on a virtual element can reduce the effectiveness of the solution and therefore
map. This analogy was considered to be helpful as it added more lead to a straightforward failure [72]. Because fun and motivation
tangibility to the achievements. The effectiveness of some game are not a ‘‘one-size-fits-all” proposition, a game element that
mechanics in comparison with others is mainly owing to their role seems motivational for one individual may not be persuasive for
in simultaneously yielding enjoyment, competition and self- another. This also holds true for serious gaming as it was empha-
evaluation [97]. Social features, rewards and progress tracking sized in different studies [50,85] that there is a crucial need to
were therefore demonstrated to be powerful mechanics in produc- understand the gaming forms which motivate and engage players
ing positive effects on users. In line with the studies conducted on [85]. This knowledge may therefore help designers create adaptive
gamification in non-health-related contexts such as education [98] games that offer slightly different modes of play for different
and software engineering [99], there is a similarity in terms of the player types. Moreover, in order to trigger users’ motivation
most frequently used game mechanics. In fact, tracking and moni- through gamification, it is important to allow them to experience
toring progress help users stay focused on their goals and avoid a sense of communion, autonomy and competence [102]. Gamified
dwelling on negativity [97]. Pointsification is the core component solutions should encompass a well-structured and varied rollout of
of gamification, particularly in progress visibility and leaderboards. game elements if these motivational needs are to be realized.
Users’ progress is mostly fueled by the amount of points collected, Another important issue is that most gamified solutions and seri-
which are then used to provide a ranking on leaderboards. How- ous games are not user-centered since they disregard the demo-
ever, points could be less appealing and insignificant in terms of graphic characteristics of the targeted users to a significant
gratification. Users tend to prefer receiving badges [99] for their extent [32], thus failing to provide an appropriate solution to the
multiple functions. Beyond advertising one’s achievement, badges cohort in question. In this respect, researchers suggest bearing in
can provide instructions that help users shape their activities and mind the varied demographic traits and considering children and
diversify their participations [100]. Besides encouraging self- elderly cohorts to a much greater extent [72]. Besides the lack of
improvement, social features are designed to create a competitive a standardized methodology with which to assess the potency of
environment in which users can effectively engage to achieve gamification [73], there is a paucity of healthcare professionals’
extrinsic motivations. Nevertheless, these positive effects can be involvement in the design and development of the gamified e-
undermined from the perspective of users. For example, users Health solutions, which diminishes their credibility and respect
may actually feel disheartened if they are not able to surpass their among patients [72].
fellows or they realize that they do not have in-app friends to con-
nect with [97]. As long as there are different perceptions about the RQ9: What are the benefits of using gamified e-Health
potency of the game mechanics, more research is needed to under- applications?
stand, exactly, how these gamification elements trigger motivation
Despite the challenges that were judged to hamper the poten-
in order to implement them more appropriately.
tial of gamification in the e-Health realm, the majority of the
selected studies have demonstrated the positive effects that the
RQ8. Which challenges are most frequently encountered during
user can still attain while using gamified e-Health interventions
gamification?
and serious games. The major advantage of gamification in the
health context is, perhaps, that of ensuring users’ regular engage-
Although the number of studies investigating the limitations of
ment and increasing their immersion into the e-Health solution
gamification in e-Health is relatively scarce, it was noted that the
[59,63,81]. Indeed, gamification seeks to take playful aspects of
implementation of gamification techniques in the e-Health realm
gaming experiences in order to restructure a typically boring activ-
is a critical and demanding process. The authors of the selected
ity into something enjoyable, competitive and engaging [70,82].
papers addressed several challenges that could undermine the
This implies motivating users to deliberately stick to the applica-
potential success of gamification and serious gaming. One of the
tion’s activities [61]. Similarly, the use of visual aesthetics and
major challenges is related to the long-term viability of the gami-
game mechanics in serious games promotes the gameplay and
fication effects on the applications’ users. Researchers argue that
the interaction with the players while yielding a great level of
the noticeable short-term effect on users’ motivation and engage-
enjoyment and entertainment [58,87]. Besides providing extrinsic
ment is unlikely to be sustained, as the users’ interest and enthu-
motivation (rewards, feedback), gamification is also intended to
siasm in the game-like features seems to decrease in the long
help users experience positive emotional states such as satisfac-
run [50,70,75]. Moreover, some game mechanics (e.g. points,
tion, relatedeness and self-esteem [70,72,73]. This results in the
badges) did not provide a tangible health-driven meaning in terms
inducement of positive changes in users’ behavior that are benefi-
of the user’s competence and health skills [76], and they were
cial for their overall health and wellness [62]. Furthermore, gami-
sometimes wrongly located on the application’s display. In this
fication was perceived as a successful means to provide a certain
respect, the participants in the evaluation of a nutritional serious
type of assistance to patients with chronic conditions by improving
game [51] did not understand the purpose of the partitioned pro-
their adherence to medication and treatment plans [47]. On the
gress bar along with the number associated to it. A direct, simple
other hand, serious games were appreciated and were seen as a
and clear set of instructions would thereby be essential to avoid
good method to help people induce positive behavioural change
confusions and optimize users’ gameplay experience. Furthermore,
in people living with chronic conditions thanks to the powerful
it was stated that some gamification applications offer a valuable
integrated game design [58,60]. From a social perspective, gamifi-
reward for an activity that does not require a significant endeavor
cation has a huge potential as regards improving communication
and/or vice versa [49]. Regardless of their functionality in a game-
and bilateral encouragement among users by means of social-
context, gamification elements were sometimes falsely mixed-up
sharing (e.g. posts) and instant messaging [50,77].
as there was no apparent control between them [76]. To effectively
alleviate these challenges, it is necessary to design game elements
for meaningful in-system purposes by providing them in response 4.1. Implications of the results
to efforts that users consider important. It is also significant to
assign informative content to the game elements in order to make The findings of this systematic literature review have implica-
them easily intelligible and not confusing [101]. In addition, build- tions for both researchers and practitioners working in the area
42 L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48
of gamification applied to e-Health. Researchers need to pay con- process can potentially raise the rate of extraction errors such
siderable attention to the motivational side of the gamified appli- as inadequacies, incomplete data and omissions [104]. It is true
cations and serious games. Extrinsic and intrinsic motivation that most of the systematic reviews do duplicate the data
should be tuned up to yield a permanent engagement with the extraction process by having at least two reviewers performing
application. Moreover, the findings of this review show that the the extraction independently as recommended in PRISMA
majority of the studies reported evaluations during a short period guidelines [105], however, there are many reviews which
of time, which actually diminished the accuracy of the results. The included single data extraction with double checking and did
gamified applications and serious games, especially those dealing yield significant results as in [33,39]. Single data extraction offer
with therapy and prevention, must therefore undergo empirical a pragmatic approach to complete the review to time and cost
evaluations that span longer periods so as to better explore the when the double process is not feasible. All data extraction
long-term viability of the game mechanics being integrated. In details are shown in Appendix A to allow the reader to verify
addition, patients diagnosed with the health condition in question the reliability and accuracy of the information extracted.
should be involved from the first stage of the development of the Another limitation of this study is the absence of the assess-
application or the game. Since the seriousness of the application ment of risk of bias in included studies that consist of evaluating
might be alleviated owing to the game-like features, receiving the methodological features of each individual study and
medical approval can reassure the users about the effectiveness assessing the applicability of their findings. This restriction
of the application from the health outcome perspective. Practition- could plausibly influence the overall strength of the body of
ers, for their part, need to examine the gamified applications and empirical evidence.
serious games rigourously in order to lessen the eventual loopholes
that enhance the users’ ability to cheat, i.e., seeking rewards while ! Conclusion validity: Conclusion validity is concerned with
being oblivious to the actual health outcome. It may be worth biases regarding the existence or absence of relationships which
involving experienced game-designers in the whole process of may lead to incorrect conclusions being reached. In order to
building the e-Health solution so as to draw on their expertise mitigate this threat, any phase of the study during which dis-
for the purpose of implementing game-mechanics that are prop- agreements among the authors were likely to occur was thor-
erly thought through and well balanced. Furthermore, practition- oughly conducted and discussed until a consensus was
ers need to bear in mind the importance of ensuring security and reached. Besides the textual description, the results were plot-
privacy to the extent that the users’ personal health data are fully ted using various charts. This helps enhance the traceability
protected. between the data extracted and the conclusions.
! External validity: External validity is related to the ability to
4.2. Study limitations generalize. The validity of the conclusions drawn holds solely
for the context of this study. This threat is not, therefore,
As with any review, this study has a number of considerations applicable.
that may limit the soundness of the conclusions drawn. These
biases have been divided into four kinds of threats to validity,
which are described below: 5. Conclusion and future work
! Construct validity: The most obvious bias that could affect the This paper reports on a systematic literature review that sum-
validity of the conclusions of this study is the incompleteness marizes the existing research regarding gamification in e-Health.
of the search and the selection of the studies. Although the trial From an initial set of 562 papers retrieved from seven main publi-
search was performed in the major digital libraries related to cation sources, 46 studies presenting gamified applications and
computer science and medicine, relevant studies that investi- serious games were selected, of which five studies were obtained
gate gamification and serious gaming in e-Health may have by means of reference tracking. These papers were investigated
been missed. In an attempt to mitigate this bias, the Google using nine research questions, including publication source and
Scholar database was first used to retrieve the potentially rele- trend, research type, empirical type, gamification elements, advan-
vant studies that are not indexed in the selected sources. Sec- tages and challenges of gamification in e-Health. It was found that
ond, the reference lists of the papers included were checked gamification and serious gaming began to attract researchers’
to identify any further relevant studies. Although the PICO cri- attention in e-Health realm only in the second half of the year
teria were used to obtain a rich collection of elements for the 2010, with a peak year in 2014. The principal research types iden-
search string, it was impossible to ensure that the search was tified were solution proposals and research evaluations. Roughly
totally exhaustive. Additional terms related to ‘gamification’ half of the papers did not provide any type of empirical evidence.
and ‘serious game’ could have been used to make the search There is obviously a need for further empirical evaluations to pro-
more comprehensive through performing a rigourous search vide a rigorous validity of gamification’s effectiveness in e-Health.
strategy as reported in [103]. Moreover, since the search was Another interesting result is that the most frequently investigated
performed only on the metadata of papers (i.e., Title, Abstract health domains in literature are chronic disease management and
and keywords), it is probable that some papers that did not physical activity. Concerning game mechanics, most of the studies
include a reference to validation in their metadata were system- reported that rewards, feedback and socialization aspects are
atically rejected. Another issue that arose during the screening recurrently employed to gamify e-Health. Moreover, the results
phase was that some papers had a potentially valid content, obtained allowed us to address the benefits and the issues of gam-
but an irrelevant abstract could have led to their exclusion. ification in the e-Health realm. We observed that there are crucial
! Internal validity: Bias during the data extraction phase may issues that need to be analyzed in depth if the full potential of gam-
have affected the accuracy of the data extracted. To alleviate ification is to be harnessed.
this threat, the data items to be extracted in this study were dis- We reckon that the integration of gamification techniques into
cussed by the three authors until an agreement was reached. mobile applications may influence their usability. For this reason,
Since the extraction of data was conducted by just one reviewer, an empirical study is required to assess the compliance of gamified
there is a risk of making mistakes, thus, causing substantial mobile applications with operating systems guidelines [106,107]
inconsistency in the outcomes. In fact, single data extraction and with ISO usability standards [108].
L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48 43
In future work, we will take advantage of the current study to Conflict of interest
harness the identified gamification elements that were success-
fully applied in health purposes. In fact, we intend to build a The authors declare that there is no conflict of interest regard-
mobile system with embedded gamification elements, wholly ded- ing the publication of this article.
icated to the recruitment and the retention of voluntary blood
donors in order to eradicate blood shortage. In this respect, an Acknowledgments
analysis of the characteristics of free mobile applications for blood
donation as regards functionalities and features has already been This work was conducted within the research project MPHR-
conducted [109]. Besides, a thorough review of the existing gami- PPR1-2015-2018. The authors would like to thank the Moroccan
fied blood donation mobile applications has been carried out to MESRSFC and CNRST for their support. This work is also part of
scrutinize the functionalities and game mechanics implemented the project GINSENG (TIN2015-70259-C2-2-R) supported by the
in blood donation apps [110]. It is believed that combining game Spanish Ministry of Economy and Competitiveness and European
mechanics with technological advances can bring tremendous ben- FEDER funds.
efits to the act of donating blood. Another future direction worth
investigating is the association of a behavior change theory with
the gamification process to, ensure a flexible and versatile use of Appendix A
game elements that accommodate different users’ profiles.
See Tables 5 and 6.
Table 5
Data extracted for RQ1, RQ2, RQ3 and RQ4.
Table 6
Data extracted for RQ5, RQ6 and RQ7.
Appendix B
See Table 7.
Table 7
Quality Assessment results. The abbreviation ‘‘Pub.” stands for publication.
Paper Pub. year Pub. channel Pub. name abbreviation Quality assessment
QA1 QA2 QA3 QA4 QA5 Score
[50] 2015 J Games Health J 1 1 1 1 1 5
[54] 2014 J Comput Hum Behav 1 1 1 0 2 5
[49] 2014 J J Med Internet Res 1 0 1 1 2 5
[47] 2015 J J Med Internet Res 1 1 0 1 2 5
[53] 2015 J Comput Hum Behav 1 1 0 1 2 5
[46] 2012 J J Med Internet Res 1 1 0 1 2 5
[47] 2013 J J Med Internet Res 1 1 0 1 2 5
[76] 2014 J Pers Ubiquit Comput 1 1 1 0 1.5 4.5
[52] 2015 J Games Health J 1 1 0 1 1 4
[66] 2014 C ACE’14 1 1 0 1 1 4
[74] 2014 J Health Inform 1 0 1 1 1 4
[63] 2012 C PervasiveHealth’12 1 1 1 1 0 4
[55] 2011 C SeGAH 0.5 1 1 1 0 3.5
[85] 2013 C SouthCHI 0.5 1 1 1 0 3.5
[65] 2014 C ACE’14 1 1 0 0 1 3
L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48 45
Table 7 (continued)
Paper Pub. year Pub. channel Pub. name abbreviation Quality assessment
QA1 QA2 QA3 QA4 QA5 Score
[60] 2013 C SeGAH 1 1 0 1 0 3
[86] 2015 C DH’15 1 1 0 1 0 3
[72] 2014 C DUXU 1 0 1 1 0 3
[78] 2014 J Prod Pediatr Cardiol 1 1 0 1 0 3
[77] 2014 S Chinese CHI’14 1 1 0 1 0 3
[80] 2014 C COLCOM 1 1 0 1 0 3
[75] 2010 C NordiCHI ’10 1 1 0 1 0 3
[90] 2014 C IWAAL 1 1 0 1 0 3
[89] 2014 C ENBENG 0.5 1 0 1 0 2.5
[84] 2011 C ICVR 0.5 1 0 1 0 2.5
[87] 2014 C 121st ASEE Annual Conference and Exposition 0.5 1 0 1 0 2.5
[83] 2015 S ISCSS’10 0.5 1 0 1 0 2.5
[82] 2014 C CSCWD 0.5 0 0 1 1 2.5
[88] 2012 J Games Health J 0 1 0 0 1 2
[59] 2013 C SeGAH 1 0 1 0 0 2
[58] 2011 C SeGAH 1 0 0 1 0 2
[56] 2011 C SeGAH 1 0 0 1 0 2
[73] 2015 J EntCom 0 0 1 1 0 2
[62] 2015 C ICTH’15 1 1 0 0 0 2
[61] 2015 C ICTH’15 1 0 0 1 0 2
[81] 2014 C BHI 1 0 0 1 0 2
[67] 2013 C IDC’13 1 0 0 1 0 2
[69] 2014 J Clin Psychol Sci 1 1 0 0 0 2
[71] 2015 C WH’15 0.5 1 0 0 0 1.5
[89] 2014 C EPE’14 0.5 1 0 0 0 1.5
[64] 2014 C PervasiveHealth ’14 0.5 1 0 0 0 1.5
[111] 2012 C BioRob 1 0 0 0 0 1
[68] 2015 J INVENT 1 0 0 0 0 1
[70] 2014 C ITAG’14 0 0 0 1 0 1
[79] 2014 C HCII’14 1 0 0 0 0 1
[57] 2011 C SeGAH 0.5 0 0 0 0 0.5
Appendix C
See Table 8.
Table 8
Publication source of the selected studies.
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