Effectiveness of remote gamification interventions for patients with chronic diseases: a systematic review and meta-analysis


Abstract

Background: Chronic diseases impose a growing burden. Gamification is gradually being introduced into remote digital health to help promote self-management for patients with chronic diseases. The objective of this study is to evaluate the effect of remote gamification interventions on improving health consequences, health behavior, and psychological outcomes in patients with chronic diseases.

Methodology: Articles were selected from PubMed, Embase, Cochrane Library, Web of Science, and CINAHL. Standard mean difference (SMD) and random effects models were used to analyze changes in different outcomes. Subgroup analysis, sensitivity analysis, and bias analysis were also carried out.

Results: 16 studies were included in the systematic analysis. 10 studies were included in the meta-analysis. The findings showed that remote gamification interventions improved health consequences (SMD = 0.18; 95% CI: 0.06 - 0.30; P = 0.004), health behavior (SMD = 0.98; 95% CI: 0.54 - 1.41; P < 0.001) and psychological outcomes (SMD = 0.27; 95% CI: 0.10 - 0.45; P = 0.002) in patients with chronic diseases. The results of the subgroup analysis suggested that remote gamification interventions were more effective when the intervention duration was 3-6 months (SMD = 0.24; 95% CI: 0.06 - 0.43; P = 0.01) and all types of gamification elements were combined (SMD = 0.51; 95% CI: 0.06 - 0.95; P = 0.03).

Conclusions: Remote gamification interventions can promote self-management in patients with chronic diseases and improve different outcomes. The results of this study provide evidence for the effectiveness of gamification elements in the field of digital health.

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