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Journal of Biomedical Informatics 71 (2017) 31–48

Contents lists available at ScienceDirect

Journal of Biomedical Informatics


journal homepage: www.elsevier.com/locate/yjbin

Methodological Review

A systematic review of gamification in e-Health


Lamyae Sardi a,⇑, Ali Idri a, José Luis Fernández-Alemán b
a
ENSIAS, University Mohammed V, Rabat, Morocco
b
Dept. Informatica y Sistemas, University of Murcia, Murcia, Spain

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

1. Introduction it stimulates the brain and promote knowledge acquisition. [18].


It helps develop strategic abilities of the players as long as it
The concept of ‘‘gamification” has become more and more pop- enhances their working memory, visual attention and processing
ular over the last few years. Conceived in the digital media indus- speed [19]. Typically, the various game mechanics potentially
try, gamification began to be adopted on a wide scale only in the involved in gamification are regarded as an anchoring point for
second half of 2010 [1]. In fact, the first documented use dates back players to ensuring a flow of cognitive skills such as reaching a
to 2008, under the word ‘‘funware”, which was coined by Gabe state of concentration, developing problem-solving skills and
Zichermann [2]. Gamification gained more notability through var- acquire a sense of goal-orientation [20]. According to M2 Research
ious books such as Jane McGonigal’s ”Reality is Broken” [3] and forecasts, the gamification market will generate $2.83 billion in
Gabe Zichermann’s ”Game Based Marketing” [4]. Zichermann has revenues in 2016 [21]. Moreover, in a survey conducted by the
also developed a marketing guide based on game mechanics to cre- Pew Research Center, 53% of the people surveyed believed that
ate brand awareness and drive customer engagement [4]. As the game mechanics will become more embedded in daily life by
term ‘‘gamification” was heavily contested within the video game 2020 [22]. In the same way, a market study shows that the world-
and digital media industries, many designers originated new terms wide Serious Games market is estimated to reach $5,448.82 Million
for their own practice to avoid the appearance of misconceptions by 2020 [23]. Nevertheless, it is interesting to note that despite the
about gamification [2]. Moreover, there has been much contro- oldness of the concept of serious games, gamification genuinely
versy surrounding the definition of ‘‘gamification” [1,2,5]. How- steps into the mainstream whereas serious games stay in much
ever, the most commonly accepted definition amongst those limited scale [24]. To illustrate this point, observe that gamification
proposed was that of Sebastian Deterding who stated that ‘‘Gami- has already been applied in several domains, including education
fication is the use of game design elements in non-game contexts” (e.g. to foster the engagement of students [7]), business (e.g. to
[1]. This signifies that rather than creating immersive, full-fledged engage employees and increase customers’ loyalty [25]) and envi-
games as in ‘‘serious games”, gamification is intended to affect the ronmental sustainability (e.g. to inspire and provoke engagement
users’ behavior and motivation by means of experiences reminis- in environmentally positive behaviors [26]). There has been con-
cent of games [6]. Nevertheless, the aforementioned definition is siderable interest in applying gamification to the digital healthcare
related to similar concepts such as serious games, playful interac- industry. This growing interest was to some extent spawned by the
tion, and game-based technologies [1]. Serious games are games inequity of access to healthcare resources, the lack of adherence to
designed for non-recreational purposes, focusing therefore on treatment [27] and the increase in healthcare costs [28]. Electronic
areas as ‘‘serious” as economics, education, health, industry, mili- technology has effectively contributed to the rise of gamification in
tary and politics [7]. The most widely conventional definitions of many industries. The advanced features of smartphone handsets
serious games follow the lead set by Michael [8] and Stokes [9] such as inbuilt accelerometers, external sensors and GPS services
by which serious games were regarded as either being ‘‘games that have proven to be an especially useful vehicle for the seamless
do not have entertainment, enjoyment or fun as their primary pur- delivery of healthcare interventions in general, and gamified health
pose” or ‘‘games that are designed to entertain players as they edu- interventions in particular [28]. The tremendous power of the tech-
cate, train, or change behavior.” Unlike gamification, serious games nological advances have led innovation and creativity to become
appeared a long time before the proliferation of computer tech- more attractive and tempting for researchers in various domains.
nologies [10]. The ancestors of serious games were mainly non- The healthcare realm in particular has been positively affected,
digital and started to emerge in a few domains, namely, education, and highly advanced health-related systems have therefore been
military and politics [11]. Although serious games and gamification developed in order to promote healthy lifestyles and enhance over-
tend to be used for purposes other than their expected entertain- all wellbeing. For instance, health Behavior Change Support Sys-
ment use, their implementations differ considerably. Whereas seri- tems (hBCSSs), whose objective is to promote changes in health
ous games sometimes called as ‘games with a purpose’ afford pure behavior, have taken great advantage of the technological pace
gaming experiences by means of gameplay rules, game engines [29]. Gamification has also been leveraged to enhance the persua-
and mechanics, gamification attempts to create experiences remi- siveness of the hBCSSs. In a recent study [30] that reviewed gami-
niscent of game through a combination of game mechanics and fied health BCSSs, gamification was found to have positive effects
game experience design [12]. Rewards (e.g. points, achievement on the perceived experiences of users with diverse health condi-
badges, and leaderboards) are perceived as a core gamification tions. In this respect, an automated physio-therapeutic Kinect sys-
strategy for users who accomplish the requested tasks [13]. Some tem was built to assist patients during the period of post-surgery
of the means used to promote competition are setting challenges rehabilitation [31]. The system was tailored to patients with speci-
and making the tasks visible to other users [13]. Another useful pil- fic needs (e.g. deaf, blind), and provides vibro-haptic feedback.
lar of gamification is leveraging social networks to increase Another study [32] similarly evaluated a physical rehabilitation
engagement and interaction among the users [14]. There are many home-system for the elderly. This system relies on animatronic
additional meaningful gamification tactics, which enhance the per- biofeedback that helps users gain more control over their involun-
suasiveness of the gamified solution, such as narrative storylines, tary physiological functions through electrical sensors connected
avatar-based self-representation and onboarding tutorials [15]. to their bodies. Therefore, feedback as an element of gamification
Gamification thus promises a dual improvement consisting of can significantly contribute to the enhancement of users’ attention
making the activities more pleasant while ensuring people’s and engagement.
long-term engagement with tasks perceived to be demotivating The healthcare domain has seen a rapid ascent of the adoption
[16]. Basically, a range of emotional, cognitive and social benefits of gamification and serious games in health self-monitoring and
are ascribed to gamification [16]. Developing positive social rela- management. On account of the ability of serious games to moti-
tionships and promoting a feeling of integration are the key social vate, engage and entertain, numerous systematic reviews have
benefits noted for gamification [17]. Social influence can also assessed their effectiveness in promoting particular health beha-
invoke a sense of competition to achieve a higher status on the vioural changes [33,34] and reducing a broad range of disorder-
ranking table yielding thereby numerous emotional skills such as related symptoms [35]. In contrast, there is a paucity of evidence
auto-satisfaction, self-esteem and pride [18]. Moreover, there is a regarding the potency of the core gamification elements in the field
good evidence that gamification aid in cognitive development, as of digital health. We, therefore, sought to carry out a systematic
L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48 33

literature review to identify the combinations of game elements Table 1


that are predominantly utilized in e-Health. Additionally, we high- Research questions.

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

EC1. Papers not written in English.


The goal of this Systematic Literature Review was achieved by
EC2. Papers published before 2000 or after December 2015.
identifying nine research questions. The corresponding rationale
EC3. Papers published in the form of an abstract (one or two
for each of these questions is presented in Table 1.
pages), tutorial or poster.
The search strategy should be conducted thoroughly, as it
EC4. Papers dealing with gamification in any domain other than
directly affects the relevance and the completeness of the studies
health and those that only mention the concept of gamification
retrieved. In this literature review, the search for the papers was
without providing further research.
performed using the best-known digital libraries as regards the
fields of software engineering and medical informatics: ACM,
IEEE-Xplore, Springer, Wiley Interscience, ScienceDirect, PubMed 2.3. Quality assessment
and Google Scholar. In order to perform the automated searches
in the digital libraries selected, the search string shown in Table 2 In order to limit any possible bias while conducting this system-
was structured in terms of the PICO criteria: Population, Interven- atic literature review, all the selected papers underwent a quality
tion, Comparison and Outcome [41] and was divided into three
Table 2
parts so as to cover the entire scope of the study. Search string.
As shown in Table 2, the Boolean ‘‘OR” was used to combine
alternate terms in each part, while the Boolean ‘‘AND” was used Scope String

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

Fig. 2. Distribution of the selected papers over time.

United states
Portugal
Canada
England
Netherlands
Finland
Italy
Ireland
Germany
Austria
Sweden
Spain
Israel
Greece
Colombia
Brazil
0 2 4 6 8 10 12

Fig. 3. Number of studies per country.

tional papers were drawn from the International Conference on


Advances in Computer Entertainment Technology of the year
2014 [65,66]. Around 63% of the selected papers were published
in conferences, 33% were presented in journals and only 4% in sym-
posia. Appendix C lists the publication sources of all he selected
studies, their types and the number of papers per publication
source.

RQ2: How is the research focused on gamification in e-Health


Fig. 1. PRISMA flow diagram.
distributed over years and across countries?

Fig. 2 presents the publication evolution of the selected papers


literature review. The papers included are detailed in Appendix B, between 2010 and December 2015. Most of the research was con-
along with their quality assessment scores. ducted during the past two years (2014–2015) reaching a peak in
2014 (20 articles).
RQ1. Which publication channels are the main targets for gam- Fig. 2 also shows the publication trend of empirical studies. The
ification in e-Health? publication trends of research on gamified apps and Serious games
in e-Health were mostly similar.
The selected papers are distributed throughout a varied range of Fig. 3 displays the nationality of the first author of each of the
publication channels. Of the publication sources identified, three selected papers. This figure provides clear information on the spa-
journals are repeated. Four papers were published in the Journal tial distribution of the studies tackling gamification and serious
of Medical Internet Research [46–49], three were published in gaming in e-Health.
Games for Health Journal [50–52] and two papers were published A total of 16 nationalities was identified, of which American,
in the Journal of Computer Human Behavior [53,54]. Similarly, four Portuguese and Canadian researchers were the most dedicated to
conferences were recurrently identified. Six papers were published gamification in e-Health. However, there seems to be a progressive
in the IEEE International Conference on Serious Games and Appli- spread of interest in the field throughout the world.
cations for Health in its first [55–58] and third edition [59,60].
Moreover, two papers were published in the International Confer- RQ3: How easy is it to find recognized papers?
ence on Current and Future Trends of Information for the year 2015
[61,62], whilst two more were published in the Pervasive Health The relevance of the selected papers can be evaluated through
conference in different years: 2012 [63] and 2014 [64]. Two addi- the ranking of their publication sources. In this study, there are five
36 L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48

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?

Fig. 5 shows the three research approaches that were identified


different journals ranked as Q1, Q2 and Q3 in the JCR 2014 ranking. in this systematic literature review. Besides five reviews, around
Although there are 21 conferences, only two of them are ranked as 35% of the selected papers were solution proposal studies and
B in the CORE 2014 ranking: The International Conference on Com- 13% were undertaken to evaluate existing or new gamified
puter Supported Cooperative Work in Design (CSCWD) and The e-Health applications. Even though the majority of the research
International Conference on Advances in Computer Entertainment was found in the category of solution proposals, the reviews iden-
Technology. tified have relied mainly on gamified e-Health applications
retrieved from mobile applications stores, namely App Store and
RQ4: In which health domains has gamification been Google Play store, which are not therefore reported in literature.
investigated? Besides reviewing the existing gamified exercise application,
Hamari, J. & Koivisto, J. investigated the role of social influence
As depicted in Fig. 4, the most recurrently studied health topic on changing behavior through the evaluation of an application
for both gamified apps and serious games in e-Health is chronic called ‘‘Fitocracy” [53]. By contrast, evaluation research (22%)
disease management/rehabilitation. Some of these health condi- was slightly more dominant than solution proposals (19%) for seri-
tions are Cancer, Alzheimer’s disease, Stroke and Obesity. For ous gaming in e-Health. However, no review was identified for this
example, Cafazzo et al. [46] presented a gamified mobile health context in this systematic literature review.
application aimed at the self-monitoring of blood glucose in ado-
lescents with type 1 diabetes. Imbeault et al. [57] made use of Arti- RQ6: Are the studies in the area empirically evaluated?
ficial Intelligence and game mechanics to create a serious game
specifically intended to provide cognitive training for patients suf- As depicted in Fig. 5, most of the selected papers were empiri-
fering from Alzheimer. While only two papers focused on design- cally evaluated through case studies, experiments and surveys.
ing serious game to promote physical activity, a total of 13 No type of evaluation was provided in 35% of the studies. In about
papers investigated the gamification of physical activity. For 33% of the papers, experiments were performed with students,
instance, Keung et al. [67] integrated gamification elements into patients or acquaintances who complied with a certain number
a mobile fitness application intended to motivate young people of conditions, such as being experienced in the use of mobile
to go outdoors to exercise. Three other studies focused on harness- devices [75], being of a certain age (20–50) [63] or even being able
ing gamification techniques in mental health-related applications to speak and read English [48]. In nine evaluation research papers
[68–70] five papers presented serious games focusing on mental on gamified applications and serious games, the participants
disorders, particularly, in children [71,52,56,58,66]. The remaining recruited were asked to sign a consent form prior to involvement

Fig. 5. Research types and empirical methods.


L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48 37

in any phase of the study [47,48,63,76,77,50,65,71,52] and in some


Feedback/ Rewards 25 18
of them, they received a gift as compensation for their participa-
tion [53,63,77]. In around 17% of the selected papers, the authors Progress bar 8 12
conducted case studies to evaluate e-Health gamified applications
and serious games in real-life context. Of the five papers on gami- Social connection 16 1
fied applications that conducted case studies, two reported a
Challenges/Quests 7 5
single-patient-led study [64,77]. For instance, in one paper a 44-
year-old woman with complex congenital heart disease evaluated Others 13 7
a gamification-based exercise monitor over a period of 6 months
[78]. The patient managed the system by herself during the entire 0 10 20 30 40 50
study period. The outputs were consecutively analyzed and inter- Number of papers
preted by the researchers. Gamified Apps Serious Games
In order to collect data after the completion of experiments or
case studies, authors mostly relied on audio-recorded structured/ Fig. 8. Distribution of gamification elements in the selected papers.
semi-structured interviews and questionnaires. Logs were also
used to gather data about the sequencing of activities and time
spent of them by the different participants [65]. papers reported the usage of an embedded social context in the
Moreover, two papers evaluated the effectiveness of the gami- application via leaderboards or instant messaging system. Zucker-
fied e-Health application by respectively implementing logs, along man and Gal-Oz [76] employed a social comparison element in the
with interviews or daily self-reports [76,79]. Almost 200 partici- form of a leaderboard which ranked users in function of their accu-
pants were involved in two surveys on gamified apps [46,54] con- mulated points. Moreover, social interaction in terms of communi-
ducted by researchers, while one paper did not state the precise cation has been identified in nine studies about gamified
number of participants [80]. However, it did state that a small applications [46,53,54,75,77–79,81,82]. While some applications
group of participants was recruited to perform the survey. As for enabled users to communicate locally (within the application)
surveys that were conducted in serious games’ studies, the least [46] with their peers, others handled social media support
number of respondents was 12 participants [66]. [63,83] by ensuring an instant connection with the best-known
Fig. 6 shows that the number of participants involved in the social networks (e.g. Facebook, Twitter). On the other hand, social
empirical processes in both gamified applications and serious interaction was less frequently employed in serious games. Garde
games ranges from one to 200 participants. et al. [50] brought to play a variety of game mechanics including
In six studies [47,54,63,73,77,78], users tried out the gamified those for social engagement, progression and scheduling. In this
applications over a long period ranging from one to six months. paper, social interaction was achieved by the competition between
Accordingly, the longest evaluations of gamified applications teams of players through collection of rewards, thereafter, team
reported in the selected papers lasted 6 months [78,79], whereas members could see their ranking on leaderboard. Another gamifi-
the longer period stated in studies evaluating serious games was cation technique reported in 29% of the selected papers on gami-
of two months during which children diagnosed with ADHD played fied applications consists of progress bars that help users
a serious game at home over four periods of two weeks [52]. Fig. 7 visualize their performance and keep track of their progress.
depicts the duration (in hours) of all the empirical studies reported Challenges and quests were pinpointed in seven studies
in the papers. [49,53,61,72,74,75,84]. Although, most of these studies did not
provide details about this category of gamification elements, it
RQ7: What game mechanics have been used in gamifying e- may be surmised that challenges could take place among the users
Health applications? of the application in a collaborative mode (group of users) or in sin-
gle mode. The serious games investigated in 59% of the selected
As shown in Fig. 8, various game mechanics were employed in studies afforded a sense of progression to the users through levels
the selected papers. However, feedback and rewards were the most and missions [65,84–86]. In addition to the aforementioned gami-
frequently used incentives in gamifying e-Health applications and fication techniques, a variety of other game elements was investi-
games. About 93% of the selected papers reported the integration gated. Trophies, ribbons and medals were integrated to award
of an automatic real-time feedback system and/or a variety of col- users upon the completion of a task or after leveling-up [63,78].
lectible virtual rewards such as badges and points. Miloff et al. [68] Additional incentives were implemented in serious games such
used preloaded and personalized rewards consisting mostly of out- as prizes [87] and in-game currency [52]. In accordance with the
ing and pampering suggestions. In the same way, different reward findings of the selected studies, gamification techniques were
systems were implemented in almost 95% of the investigated seri- extended to audible modules; sound effects, notifications/alerts,
ous games. Social interaction received significant attention among congratulatory messages and video-taped acknowledgments were
gamified applications; more than half (16 papers) of the selected also identified in the selected studies [56,48,81].

Serious Games
0 50 100 150 200 250
Number of participants Gamified Apps

Fig. 6. Number of users involved in the empirical studies.

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.

RQ8: Which challenges are the most frequently encountered


4. Discussion
during gamification?

This section discusses the results obtained and provides impli-


Only ten of the selected studies discussed the problems encoun-
cations for practice and directions for further research in the area
tered in gamifying e-Health applications and serious games. The
of gamification in e-Health.
majority of these studies have mentioned a particular weakness,
stating that motivating users by means of game elements may
RQ1: Which publication channels are the main targets for gam-
not be sustained in the long run if the gamification solution is
ification in e-Health?
not continuously improved [50,54,60,63,75,76]. Another consider-
able limitation reported in five studies was that some game
According to the findings reported in Section III, a great insight
mechanics did not provide additional information that may help
has been gained as regards gamification in e-Health, as it was
users clearly define their level of performance [55,63,72,74,76]
investigated in different publication channels including confer-
and did not capture the nuances of content and target users. To
ences and journals. Nevertheless, the majority of the papers
put it simply, some game mechanics lacked a certain form of cus-
selected in this systematic literature review were published in
tomization to match the health purposes of the application and to
journals and conferences focusing on medicine and health research
be fully adapted to target groups. In this respect, two studies about
and/or those that are related to computer interactions. The differ-
serious games reported that incorporating game mechanics is unli-
ence perceived in the number of journals in comparison with the
kely to be equally suited to people of all ages [50,85].
number of conferences as publication venues can be explained by
Although it was not massively investigated, cheating can be
the fact that publishing in journals is generally more complicated
perceived as a considerable problem that may undermine gamified
than publishing in conferences; this distinction was made clear
e-Health applications [72]; users may input wrong data to obtain
in the quality assessment phase.
rewards and move up the comparison scale.
Table 3 presents the main limitations and challenges that might
RQ2: How is the research focused on gamification in e-Health
seriously hinder the efficiency and effectiveness of implementing
distributed over years and across countries?
game mechanics in both gamified e-Health applications and seri-
ous games. Although we planned to include studies published during the
entire past fifteen years, we eventually obtained solely those pub-
RQ9: What are the benefits of using gamified e-Health lished throughout the last five years (2010 – 2015). From the sec-
applications? ond half of 2010, the concept of gamification took off in many
areas, particularly those of industry and education. However, the
Several studies discussed the benefits of implementing game surge of interest in gamification in e-Health only started at the
mechanics in gamified e-Health applications and serious games. beginning of 2014. In comparison, the current wave of serious
The gameplay afforded in these e-Health interventions may posi- games started to gain some momentum in the minds of many
tively affect users’ emotional experiences and foster their satisfac- researchers by the year 2002, yet various games were designed
tion and self-esteem [58,61,67,73]. One important advantage of the for serious purposes before this date [11]. Nevertheless, the reader
use of game mechanics is that it was perceived to highly motivate may note the slight decrease in 2015, which can be justified by the
users to change their health behaviors and stay engaged with the time period in which this systematic literature review was con-
application [61,85,86]. ducted. The number of the studies that were published in 2015
Although it was noticed that gamification may fail to keep the may, therefore, be biased to a certain extent. There were no sur-
users involved, many studies considered that game elements can prises as regards the geographical distribution of research on gam-
be of great assistance in yielding a regular use of the application ification and serious games in e-Health. Most of the papers that
[46,48]. have been published in the area are written by authors from the
Moreover, the game mechanics help stimulate users’ willing- United States of America [47,49,67,69,77], Portugal [88,65,89,
ness to continue using the gamified applications or serious games 56,66,64,72], Canada [46,48,74,83], Netherlands [52,55,60],

Table 3
Limitations of gamification in e-Health.

Limitations and challenges Supporting studies


Gamified Apps Serious
games
Effectiveness of the gamification solution can lessen when relying on only one game element [72,100]
There is no unified framework for evaluating gamification principles and outcomes [49,73,76]
Users might feel motivated and excited about the gamification elements but the interest declines over time [49,54,63,75,76] [46,56,81]
Gamification elements are sometimes perceived to be meaningless and not helpful in terms of the system’s healthcare purposes [63,72,74,76] [55]
Gamification solutions are not user-centered as they overlook the traits and demographic characteristics of potential users [54,72,73,76] [50,85]
Some rewards were judged to be irrelevant or exaggerated [63,74] [51,55]
Gamified health solutions do not integrate health professionals in their development, which may reduce their performance and lower [72,73]
their credibility
Cheating may increase as users might work to achieve higher levels solely for the sake of rewards [72]
There is a significant lack of controls between the elements of gamification and thus various elements were viewed as a single one [76]
L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48 39

Table 4
Advantages of gamification in e-Health.

Benefits/advantages Supporting studies


Gamified Apps Serious games
Sustains users’ engagement with the tool [46,48,53,54,62,67,70,72,73,79,81– [56,59,85,86]
83,90]
Increases users’ compliance with health interventions and improves their ability to self-manage [47,48,61,69,74] [60,66]
their conditions and adherence to treatment
Provides positive emotional states and elevates users’ satisfaction and self-esteem [46,48,53,64,72,73,75,81,83] [58]
Enhance intrinsic and extrinsic users’ motivation [46,47,49,61,63,64,70,76–81,83] [52,55,56,58,66,85]
Makes health activities fun, enjoyable and understandable [48,61,70,73,76,75,76,79,80,82] [50,51,56,59,66,84,85,87,88]
Promotes healthy behavior and reinforces the users’ efforts to change their behavior [46,49,53,61,63,70,72,73,81,82,90] [60,84,86]
Social support was perceived to be appealing and crucial in increasing social skills [47,72,75,77,82] [50]

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.

Paper Type RQ1 RQ2 RQ3 RQ4


Pub. Pub. name abbreviation Pub. Author’ Ranking Health topics
channel year Country
[46] GA J J Med Internet Res 2012 Canada Q1 Diabetes Management
[47] GA J J Med Internet Res 2015 USA Q1 Rheumatoid Arthritis self-management
[48] GA J J Med Internet Res 2013 Canada Q1 Pain assessment for adolescents with cancer
[49] GA J J Med Internet Res 2014 USA Q1 Fitness
[50] SG J Games Health J 2015 Canada Q3 Physical Activity
[51] SG J Games Health J 2012 USA Q3 Nutrition
[52] SG J Games Health J 2015 Netherlands Q3 Mental Health (Anxiety)
[53] GA J Comput Hum Behav 2015 Finland Q1 Fitness/Exercise
[54] GA J Comput Hum Behav 2014 Finland Q1 Exercise
[55] SG C SeGAH 2011 Netherlands Diabetes management
[56] SG C SeGAH 2011 Portugal Mental Health
[57] SG C SeGAH 2011 Canada Alzheimer Disease management (training)
[58] SG C SeGAH 2011 Italy Mental Health
[59] SG C SeGAH 2013 Italy Stroke Rehab
[60] SG C SeGAH 2013 Netherlands Obesity management
[61] GA C ICTH’15 2015 England Diabetes Self-management
[62] GA C ICTH’15 2015 Greece Exercise (CVD rehabilitation)
[63] GA C PervasiveHealth’12 2012 USA Physical Activity
[64] GA C PervasiveHealth ’14 2014 Portugal Exercise (Stroke rehabilitation)
[65] SG C ACE’14 2014 Portugal B Stroke Rehab
[66] SG C ACE’14 2014 Portugal B Mental Health (Phonological disorders)
[67] GA C IDC’13 2013 USA Fitness
[68] GA J INVENT 2015 Sweden Mental health
[69] GA J Clin Psychol Sci 2014 USA Mental health
[70] GA C ITAG’14 2014 England Mental health
[71] SG C WH’15 2015 USA Mental Health (Anxiety)
[72] GA C DUXU 2014 Portugal Chronic Disease, Hygiene, Nutrition, Exercise
[73] GA J EntCom 2015 Israel Physical Activity, Nutrition, Chronic Disease
[74] GA J Health Inform 2014 Canada Q3 Fitness, Chronic Disease Management
[75] GA C NordiCHI ’10 2010 Finland Physical Activity
[76] GA J Pers Ubiquit Comput 2014 Austria Q2 Physical Activity
[77] GA S Chinese CHI’14 2014 USA Fitness
[78] GA J Prod Pediatr Cardiol 2014 England Exercise (Congenital heart disease
rehabilitation)
[79] GA C HCII’14 2014 Ireland Fitness/Exercise
[80] GA C COLCOM 2014 Colombia Exercise (Lower member)
[81] GA C BHI 2014 Spain Behaviour Treatment for Childhood Obesity
[82] GA C CSCWD 2014 Brazil B Nutrition
[83] GA S ISCSS’10 2015 Canada Fitness/Exercise
[84] SG C ICVR 2011 Austria Chronic Pain Rehab
[85] SG C SouthCHI 2013 Germany Physical Activity
[86] SG C DH’15 2015 USA Nutrition
[87] SG C 121st ASEE Annual Conference and 2014 USA Physical Activity for CP children
Exposition
[88] SG C ENBENG 2014 Portugal Neurological disease Rehab
[89] SG C EPE’14 2014 Portugal Physical Activity Rehab
[90] GA C IWAAL 2014 Ireland Alzheimer’s Disease Prevention
[111] SG C BioRob 2012 USA Rehab (Cerebral Palsy)

SG: Serious game, GA: Gamified App.


J: Journal, C: Conference, S: Symposium.
44 L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48

Table 6
Data extracted for RQ5, RQ6 and RQ7.

Paper RQ5 RQ6 RQ7


Research type Empirical research type N" participants Methods of data collection Duration F/R P C/Q S O
[46] Solution Proposal Case Study 20 Questionnaire, interviews 12 weeks x x
[47] Evaluation research Experiment 157 Questionnaire 4 months x x
[48] Solution proposal Case study 18 Interviews, questionnaire 15 days x x
[49] Review None x x x x x
[50] Evaluation research Case study 54 Questionnaire 2 weeks x x x x x
[51] Evaluation research Experiment 16 Interviews x x
[52] Evaluation research Case study 42 Questionnaire 8 weeks x x x
[53] Review/evaluation research Survey 200 – – x x x
[54] Evaluation research Survey 195 – 5 months x x
[54] Solution proposal Experiment 9 Questionnaire – x x
[56] Solution proposal None x x x
[57] Solution proposal None x x
[58] Solution proposal None x
[59] Solution proposal None
[60] Evaluation research Survey 53 – – x x x
[61] Solution proposal None x x x
[62] Solution proposal Case study 6 Interviews – x x x
[63] Solution proposal Experiment 23 Interviews, questionnaire 4 weeks x x x x
[64] Solution proposal Case study 1 (Observation) – x
[65] Evaluation research Experiment 10 Logs – x x x
[66] Solution proposal Survey 12 x x
[67] Solution proposal None x x
[68] Solution proposal None x x
[69] Evaluation research Experiment 38 Questionnaire 2h x x
[70] Solution proposal None x
[71] Evaluation research Experiment 22 Questionnaire 30 min x
[72] Review None x x x x x
[73] Review None
[74] Review None x x x x x
[75] Solution proposal Experiment 37 Online questionnaire, interviews 1 week x x x x
[76] Evaluation research Experiment 59 Interviews, logs 10 days x x
[77] Solution proposal Experiment 36 Interviews 12 days x x x
[78] Evaluation research Case Study 1 (Observation) 6 months x x
[79] Evaluation research None x x
[80] Solution proposal Survey – – – x x
[81] Solution proposal None x x x
[82] Solution proposal None x x x
[83] Solution proposal Experiment 5 Questionnaire – x x
[84] Evaluation research Case study 6 Questionnaire 4 weeks x
[85] Evaluation research Experiment 71 Interviews x x
[86] Solution proposal Survey 82 14 weeks x x x
[87] Evaluation research Experiment 21 Questionnaire x
[88] Evaluation research Experiment 3 Questionnaire x x
[89] Solution proposal Survey 160 x x x
[90] Solution proposal Experiment 146 Logs, daily self-report 6 months x x
[111] Solution proposal None x x

F/R: Feedback/Reward, P: Progress bar, C/Q: Challenges/Quests, S: Socialization and O: Others.


Information not specified is marked as ‘‘—”.

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

J: Journal, C: Conference, S: Symposium.

Appendix C

See Table 8.

Table 8
Publication source of the selected studies.

Publication source Type References # %


IEEE International Conference on Serious Games and Applications for health Conference [55–60] 6 13.04
Journal of Medical Internet Research Journal [46–49] 4 8.69
Games for Health Journal Journal [50–52] 3 6.52
Conference on Advances in Computer Entertainment Technology Conference [65,66] 2 4.35
Computers in Human Behavior Journal [53,54] 2 4.35
International Conference on Current and Future Trends of Information and Communication Technologies in Healthcare Conference [61,62] 2 4.35
Pervasive Health Conference [63,64] 2 4.35
Progress in Pediatric Cardiology Journal [78] 1 2.17
Health Informatics Journal Journal [74] 1 2.17
Entertainment Computing Journal [73] 1 2.17
International Conference on Computer Supported Cooperative Work in Design Conference [82] 1 2.17
Clinical Psychology Science Journal [69] 1 2.17
Personal and Ubiquitous Computing Journal [76] 1 2.17
International Conference on Design, User Experience and Usability Conference [72] 1 2.17
Human-Computer Interaction International Conference Conference [79] 1 2.17
International Work-conference on Ambient Assisted Living Conference [90] 1 2.17
Interaction Design and Children Conference [67] 1 2.17
Interactive Technologies and Games Conference Conference [70] 1 2.17
IEEE International Conference on Biomedical and Health Informatics Conference [81] 1 2.17
Nordic Conference on Human-Computer Interaction Conference [75] 1 2.17
Internet Interventions Journal [68] 1 2.17
IEEE Colombian Conference on Communications and Computing Conference [80] 1 2.17
The Second International Symposium of Chinese CHI Symposium [77] 1 2.17
International Symposium on Computer Science in Sports Symposium [83] 1 2.17
IEEE Portuguese Bioengineering Meeting Conference [88] 1 2.17
International Conference on Virtual Rehabilitation Conference [85] 1 2.17
Conference on Wireless Health Conference [71] 1 2.17
American Society for Engineering and Education Annual Conference and Exposition Conference [87] 1 2.17
The International Conference on Human Factors in Computing and Informatics Conference [85] 1 2.17
International Conference on Digital Health Conference [86] 1 2.17
International Conference and Exposition on Electrical and Power Engineering Conference [89] 1 2.17
IEEE RAS & EMBS International Conference on Biomedical Robotics and Bio-mechatronics Conference [111] 1 2.17
46 L. Sardi et al. / Journal of Biomedical Informatics 71 (2017) 31–48

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