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Accepted Manuscript

Methodological Review

A Systematic Review of Gamification in e-Health

Lamyae Sardi, Ali Idri, José Luis Fernández-Alemán

PII: S1532-0464(17)30106-5
DOI: http://dx.doi.org/10.1016/j.jbi.2017.05.011
Reference: YJBIN 2783

To appear in: Journal of Biomedical Informatics

Received Date: 19 June 2016


Revised Date: 14 May 2017
Accepted Date: 15 May 2017

Please cite this article as: Sardi, L., Idri, A., Luis Fernández-Alemán, J., A Systematic Review of Gamification in
e-Health, Journal of Biomedical Informatics (2017), doi: http://dx.doi.org/10.1016/j.jbi.2017.05.011

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A Systematic Review of Gamification in e-Health

Lamyae Sardi and Ali Idri José Luis Fernández-Alemán


Software Project Management research team Dept. Informatica y Sistemas
ENSIAS, University Mohammed V in Rabat University of Murcia
Morocco Murcia, Spain
lamyasardi@gmail.com , ali.idri@um5.ac.ma aleman@um.es

Abstract
solutions on well-founded theories that exploit the core
Gamification is a relatively new trend that focuses on
experience and psychological effects of game
applying game mechanics to non-game contexts in
mechanics.
order to engage audiences and to inject a little fun into
mundane activities besides generating motivational Keywords
and cognitive benefits. While many fields such as Gamification, e-Health, application, Serious game,
Business, Marketing and e-Learning have taken Systematic literature review.
advantage of the potential of gamification, the digital
healthcare domain has also started to exploit this
I. Introduction
emerging trend. This paper aims to summarize the
The concept of “gamification” has become more and
current knowledge regarding gamified e-Health
more popular over the last few years. Conceived in the
applications. A systematic literature review was
digital media industry, gamification began to be adopted
therefore conducted to explore the various
on a wide scale only in the second half of 2010 [1]. In
gamification strategies employed in e-Health and to
fact, the first documented use dates back to 2008, under
address the benefits and the pitfalls of this emerging
the word “funware”, which was coined by Gabe
discipline. A total of 46 studies from multiple sources
Zichermann [2]. Gamification gained more notability
were then considered and thoroughly investigated. The
through various books such as Jane McGonigal’s ”Reality
results show that the majority of the papers selected
is Broken” [3] and Gabe Zichermann’s ”Game Based
reported gamification and serious gaming in health
Marketing” [4]. Zichermann has also developed a
and wellness contexts related specifically to chronic
marketing guide based on game mechanics to create brand
disease rehabilitation, physical activity and mental
awareness and drive customer engagement [4]. As the
health. Although gamification in e-Health has
term “gamification” was heavily contested within the
attracted a great deal of attention during the last few
video game and digital media industries, many designers
years, there is still a dearth of valid empirical evidence
originated new terms for their own practice to avoid the
in this field. Moreover, most of the e-Health
appearance of misconceptions about gamification [2].
applications and serious games investigated have been
Moreover, there has been much controversy surrounding
proven to yield solely short-term engagement through
the definition of “gamification”[1, 2, 5]. However, the
extrinsic rewards. For gamification to reach its full
most commonly accepted definition amongst those
potential, it is therefore necessary to build e-Health
proposed was that of Sebastian Deterding who stated that gamification is leveraging social networks to increase
“Gamification is the use of game design elements in non- engagement and interaction among the users [14]. There
game contexts” [1]. This signifies that rather than creating are many additional meaningful gamification tactics,
immersive, full-fledged games as in “serious games”, which enhance the persuasiveness of the gamified
gamification is intended to affect the users’ behavior and solution, such as narrative storylines, avatar-based self-
motivation by means of experiences reminiscent of games representation and onboarding tutorials [15]. Gamification
[6]. Nevertheless, the aforementioned definition is related thus promises a dual improvement consisting of making
to similar concepts such as serious games, playful the activities more pleasant while ensuring people’s long-
interaction, and game-based technologies [1]. Serious term engagement with tasks perceived to be demotivating
games are games designed for non-recreational purposes, [16]. Basically, a range of emotional, cognitive and social
focusing therefore on areas as “serious” as economics, benefits are ascribed to gamification [16]. Developing
education, health, industry, military and politics [7]. The positive social relationships and promoting a feeling of
most widely conventional definitions of serious games integration are the key social benefits noted for
follow the lead set by Michael [8] and Stokes [9] by gamification [17]. Social influence can also invoke a
which serious games were regarded as either being sense of competition to achieve a higher status on the
“games that do not have entertainment, enjoyment or fun ranking table yielding thereby numerous emotional skills
as their primary purpose” or “games that are designed to such as auto-satisfaction, self-esteem and pride [18].
entertain players as they educate, train, or change Moreover, there is a good evidence that gamification aid
behavior.” Unlike gamification, serious games appeared a in cognitive development, as it stimulates the brain and
long time before the proliferation of computer promote knowledge acquisition. [18]. It helps develop
technologies [10]. The ancestors of serious games were strategic abilities of the players as long as it enhances
mainly non-digital and started to emerge in a few their working memory, visual attention and processing
domains, namely, education, military and politics [11]. speed [19]. Typically, the various game mechanics
Although serious games and gamification tend to be used potentially involved in gamification are regarded as an
for purposes other than their expected entertainment use, anchoring point for players to ensuring a flow of cognitive
their implementations differ considerably. Whereas skills such as reaching a state of concentration,
serious games sometimes called as ‘games with a developing problem-solving skills and acquire a sense of
purpose’ afford pure gaming experiences by means of goal-orientation [20]. According to M2 Research
gameplay rules, game engines and mechanics, forecasts, the gamification market will generate $2.83
gamification attempts to create experiences reminiscent of billion in revenues in 2016 [21]. Moreover, in a survey
game through a combination of game mechanics and conducted by the Pew Research Center, 53% of the
game experience design [12]. Rewards (e.g. points, people surveyed believed that game mechanics will
achievement badges, and leaderboards) are perceived as a become more embedded in daily life by 2020 [22]. In the
core gamification strategy for users who accomplish the same way, a market study shows that the worldwide
requested tasks [13]. Some of the means used to promote Serious Games market is estimated to reach $5,448.82
competition are setting challenges and making the tasks Million by 2020 [23]. Nevertheless, it is interesting to
visible to other users[13]. Another useful pillar of note that despite the oldness of the concept of serious
games, gamification genuinely steps into the mainstream rehabilitation [31]. The system was tailored to patients
whereas serious games stay in much limited scale [24]. To with specific needs (e.g. deaf, blind), and provides vibro-
illustrate this point, observe that gamification has already haptic feedback. Another study [32] similarly evaluated a
been applied in several domains, including education (e.g. physical rehabilitation home-system for the elderly. This
to foster the engagement of students [7]), business (e.g. to system relies on animatronic biofeedback that helps users
engage employees and increase customers’ loyalty [25]) gain more control over their involuntary physiological
and environmental sustainability (e.g. to inspire and functions through electrical sensors connected to their
provoke engagement in environmentally positive bodies. Therefore, feedback as an element of gamification
behaviors [26]). There has been considerable interest in can significantly contribute to the enhancement of users’
applying gamification to the digital healthcare industry. attention and engagement.
This growing interest was to some extent spawned by the The healthcare domain has seen a rapid ascent of the
inequity of access to healthcare resources, the lack of adoption of gamification and serious games in health self-
adherence to treatment [27] and the increase in healthcare monitoring and management. On account of the ability of
costs [28]. Electronic technology has effectively serious games to motivate, engage and entertain,
contributed to the rise of gamification in many industries. numerous systematic reviews have assessed their
The advanced features of smartphone handsets such as effectiveness in promoting particular health behavioural
inbuilt accelerometers, external sensors and GPS services changes [33, 34] and reducing a broad range of disorder-
have proven to be an especially useful vehicle for the related symptoms [35]. In contrast, there is a paucity of
seamless delivery of healthcare interventions in general, evidence regarding the potency of the core gamification
and gamified health interventions in particular [28]. The elements in the field of digital health. We, therefore,
tremendous power of the technological advances have led sought to carry out a systematic literature review to
innovation and creativity to become more attractive and identify the combinations of game elements that are
tempting for researchers in various domains. The predominantly utilized in e-Health. Additionally, we
healthcare realm in particular has been positively affected, highlighted the potential effects and hurdles surrounding
and highly advanced health-related systems have the integration of game elements in solutions for health-
therefore been developed in order to promote healthy purposes.
lifestyles and enhance overall wellbeing. For instance,
This paper reports the results of this systematic review
health Behavior Change Support Systems (hBCSSs),
conducted on a set of studies involving serious games and
whose objective is to promote changes in health behavior,
gamified applications. This study firstly sought to review
have taken great advantage of the technological pace [29].
and analyze the existing research contributions that
Gamification has also been leveraged to enhance the
explicitly identify the game elements employed in
persuasiveness of the hBCSSs. In a recent study [30] that
eHealth. It classified the selected studies according to
reviewed gamified health BCSSs, gamification was found
their publication channels, research types, empirical
to have positive effects on the perceived experiences of
research studies and application health domains.
users with diverse health conditions. In this respect, an
Moreover, it examined the contributions produced over
automated physio-therapeutic Kinect system was built to
time with regards to the game elements employed and
assist patients during the period of post-surgery
explored the perceived benefits and challenges of
embedding gamification techniques in different e-Health The search strategy should be conducted thoroughly, as it
solutions. directly affects the relevance and the completeness of the
studies retrieved. In this literature review, the search for
The remainder of this paper is structured as follows: the
Section 2 describes the systematic literature review
Table 1. Research questions.
process; it presents the research questions and the search
Research question Rationale
string, along with the inclusion and exclusion criteria.
RQ1. Which publication To examine the different
Section 3 reports the results obtained from the literature channels are the main sources in which articles
targets for gamification related to gamification in e-
review. Section 4 discusses the main findings, states the in e-Health? Health are being published.
limitations of the studies and outlines the implications for RQ2. How is the research To explore the temporal and
focused on gamification geographic publication trends
practice and research. Our conclusions and future work in e-Health distributed of gamification in e-Health.
over years and across
are presented in Section 5. countries?
RQ3. How easy is it to find To discover how appropriate
recognized papers? and relevant the articles found
II. Systematic literature review methodology are.
The main goal of a Systematic Literature Review is to RQ4. In which health To identify the health
domains has domains most frequently
provide a comprehensive and coherent synthesis of the gamification been investigated in the studies.
investigated?
studies available as regards a particular research area [36].
RQ5. What are the research To identify the main types of
As Kitchenham [32] states, a systematic literature review types of the studies research used in studies on
related to the gamification in e-Health.
is a form of secondary study intended to identify, appraise gamification of e-
Health?
and synthesize all available studies which address a
RQ6. Are the studies in the To determine whether
particular research question. The key stages when area empirically research in the area has been
validated? validated through empirical
conducting a systematic literature review are: 1) studies.
RQ7. What game To understand the different
Definition of research questions, 2) Development of
mechanics have been aspects of gamification in e-
research protocol, 3) Performing the literature search, 4) used in gamifying e- Health.
Health?
Data extraction, 5) Quality appraisal, 6) Data analysis and RQ8. Which challenges are To explore the limitations and
the most frequently problems of gamification that
results and 7) Interpretation of results [37]. Systematic
encountered during are most frequently addressed
literature reviews have been found to allow researchers to gamification? in the existing literature.
RQ9. What are the benefits To discover the advantages
come to a common and comprehensive understanding of of using gamified e- and the positive outcomes of
Health? gamified e-Health.
the status of a given research area [38]. Many literature
reviews have been successfully carried out in the
Computer Science domain and have generated well- papers was performed using the best-known digital

founded findings, as occurred in [39, 40]. libraries as regards the fields of software engineering and
medical informatics: ACM, IEEE-Xplore, Springer,
Research questions and search strategy Wiley Interscience, ScienceDirect, PubMed and Google
The goal of this Systematic Literature Review was Scholar. In order to perform the automated searches in the
achieved by identifying nine research questions. The digital libraries selected, the search string shown in Table
corresponding rationale for each of these questions is 2 was structured in terms of the PICO criteria: Population,
presented in Table 1. Intervention, Comparison and Outcome [41] and was
divided into three parts so as to cover the entire scope of As shown in Table 2, the Boolean “OR” was used to
the study. combine alternate terms in each part, while the Boolean
“AND” was used to join the three major parts. The papers

Table 2. Search string.


Scope String
Software (App* OR framework* OR system* OR electronic*) AND
Health (*health* OR *PHR* OR *EHR* OR medic* OR clinic* OR patient*) AND
Gamification (gamif* OR “game elements” OR game* OR “game mechanics”)
returned were obtained by applying the search string to relevance and quality of the papers’ contents. The quality
the metadata (title-keywords-abstract) in each digital assessment questions were formulated according to a
source. Further adaptation was needed to suit the search previous systematic literature review [39] and are
process of each library. described as follows:
Inclusion and exclusion criteria
QA1. Does the paper present a detailed description of the
After removing duplicates, a set of inclusion and game elements employed? The possible answers
exclusion criteria was formulated to evaluate and identify were “Yes (+1)”, No “(+0)” and “Partially (+0.5)”.
the most relevant studies of those retrieved. The selection QA2. Does the study present empirical results?
process was conducted by the three authors, who The possible answers were “Yes (+1)” and No
considered the metadata in the papers, and each “(+0)”.
discrepancy that occurred was solved by screening the QA3. Are the limitations of gamification addressed
entire paper. The studies that satisfied at least one of the explicitly? The possible answers were “Yes (+1)”
following criteria were included: and No “(+0)”.

IC1. The paper focuses on the use of gamification in e- QA4. Does the paper discuss the benefits of

Health. gamification? The possible answers were “Yes

IC2. The paper evaluates gamified e-Health applications (+1)” and No “(+0)”.

or serious games for end-users. QA5. Has the study been published in a relevant journal
IC3. The paper provides empirical evidence regarding or conference proceedings?

the impacts and outcomes of gamifying e-Health. This quality assessment question was rated by considering
the CORE 2014 [42] and Journal Citation Reports 2014
The studies that met at least one of these exclusion criteria (JCR); rankings of conferences and journals, respectively.
were discarded: The possible answers to this question were:
 for conferences, workshops, and symposia:
EC1. Papers not written in English.
EC2. Papers published before 2000 or after December o (+1.5) if it is ranked CORE A
2015. o (+1) If it is ranked CORE B
EC3. Papers published in the form of an abstract (one or o (+0.5) If it is ranked CORE C
two pages), tutorial or poster.
o (+0) If it is not in the CORE ranking
EC4. Papers dealing with gamification in any domain
 for journals:
other than health and those that only mention the
o (+2) If it is ranked Q1
concept of gamification without providing further
research. o (+1.5) If it is ranked Q2

Quality assessment o (+1) If it is ranked Q3 or Q4


In order to limit any possible bias while conducting this o (+0) if it has no JCR ranking
systematic literature review, all the selected papers  for others: (+0).
underwent a quality assessment carried out by means of a
Question QA1 scores partially when the paper does not
set of closed-questions which were used to evaluate the
provide details about the game elements employed in the
application. The differentiation made as regards the score  Evaluation research: Techniques are implemented in
for question QA5 is owing to the fact that it is usually practice and an evaluation of the technique is
more complicated to publish in ranked journals than in conducted.
conferences or symposia. The highest quality assessment  Review: Multiple research studies or papers are
score that could be given to a paper was 6, (i.e., the total investigated and/or critically analyzed.
score is an integer between 0 and 6).  Other: e.g. Experience papers, opinion papers,
philosophical papers, etc.
Data extraction strategy and synthesis method

The RQs listed in Table 1 were answered by designing a RQ6: Empirical research studies can be classified in the
data extraction form which was filled in for each of the following categories [44]:
selected papers. Using a structured sheet, data were
 Experiment: A highly-controlled empirical method
extracted by one reviewer and subsequently checked for
that commonly uses students as subjects.
accuracy by the other two authors. All the information
 Case study: An observational study that tracks
extracted is described below.
projects in their real-life context.
RQ1: Publication source and channel of each paper  Survey: This method involves collecting quantitative
should be extracted. data from a sample of the population to be studied,
usually by means of questionnaires and interviews.
RQ2: In order to analyze the temporal and spatial
evolution of publications in the area, the papers should be
RQ7: The game mechanics should be extracted from each
distributed over years and the authors’ nationalities should
paper so as to identify those most frequently used in the
be represented.
healthcare sector. A commonly leveraged framework of
RQ3: The ranking of the publication sources should be game mechanics consists of the following game
considered so as to investigate the pertinence of the components [45]:
papers.
 Points: “the heart of any gaming system”, which
RQ4: The health topic should be obtained in order to quantify users’ participation and performance.
identify the exact domain to which gamification has been  Badges: these mark the completion of goals and are
applied. frequently assigned upon accumulating points.

RQ5: This question deals with the nature of the research  Leaderboards: these visually display where users

reported in each paper. A research type can be organized stand with regard to their peers.

into the following categories [43]:  Challenges and quests: these provide users with a
guided path in order to perform a prescribed set of
 Solution proposal: A paper in this category proposes
gameplay actions.
a solution to a problem. The solution can be either
 Levels: these serve to indicate the users’ progress in
new or a significant extension to an existing
the gamified experience over time (e.g. Progress
technique.
bars).
 Feedback: this is the constant process of returning therefore, eventually included in this systematic literature
information to users about their actions within the review. The papers included are detailed in Appendix B,
game in real-time. along with their quality assessment scores.
RQ8: Information about possible obstacles should be
RQ1. Which publication channels are the main targets for
analyzed in order to determinate how gamification in the
gamification in e-Health?
health area could be hampered.
The selected papers are distributed throughout a varied
RQ9: The salient findings should be considered so as to range of publication channels. Of the publication sources
investigate the impact of gamifying e-Health. identified, three journals are repeated. Four papers were
published in the Journal of Medical Internet Research [46,
The synthesis process aims to synthesize the relevant
47, 48, 49], three were published in Games for Health
information extracted from the selected papers in order to
Journal [50, 51, 52] and two papers were published in the
answer the research questions. Besides using descriptive
Journal of Computer Human Behavior [53, 54]. Similarly,
statistics, the results were graphically represented to help
four conferences were recurrently identified. Six papers
interpret them. The data extracted for the research
were published in the IEEE International Conference on
questions ranging from RQ1 to RQ7 are presented in
Serious Games and Applications for Health in its first [55,
Appendix A.
56, 57, 58] and third edition [59, 60]. Moreover, two
I. Results papers were published in the International Conference on
This section describes the results of the systematic Current and Future Trends of Information for the year
literature review conducted to answer the research 2015 [61, 62], whilst two more were published in the
questions presented in Table 1. Pervasive Health conference in different years: 2012 [63]
and 2014 [64]. Two additional papers were drawn from
Study selection
the International Conference on Advances in Computer
The selection process was performed between December,
Entertainment Technology of the year 2014 [65, 66].
2015 and January 2016. As shown in Figure 1, a total of
Around 63% of the selected papers were published in
562 papers were returned from the database searches by
conferences, 33% were presented in journals and only 4%
using the search terms described in Table 2.
in symposia. Appendix C lists the publication sources of
After removing duplicates and papers that met the first
all he selected studies, their types and the number of
three exclusion criteria, 534 papers were left and
papers per publication source.
underwent a screening based on their metadata (Title,
keywords and abstract). Of 534 papers, 474 were
excluded after the application of EC4. The remaining 60
papers were evaluated by considering their full texts. 19
articles were discarded and 41 articles focusing on both
gamification and serious gaming in e-Health were
selected after applying EC4. Five more articles were
identified after checking the reference list of each selected
study (snowballing technique). A total of 46 papers were,
25

Number of papers
20
Selected
15 studies

10
Empirical
studies
5

0
2008 2010 2012 2014 2016

Figure 2. Distribution of the selected papers over time.

Figure 3 displays the nationality of the first author of each


of the selected papers. This figure provides clear
information on the spatial distribution of the studies
tackling gamification and serious gaming in e-Health.
A total of 16 nationalities was identified, of which
American, Portuguese and Canadian researchers were the
most dedicated to gamification in e-Health. However,
there seems to be a progressive spread of interest in the
field throughout the world.

United states
Portugal
Canada
England
Netherlands
Finland
Italy
Ireland
Germany
Austria
Sweden
Figure 1. PRISMA flow diagram.
Spain
Israel
RQ2: How is the research focused on gamification in e-
Greece
Health distributed over years and across countries? Colombia
Brazil
Figure 2 presents the publication evolution of the selected 0 2 4 6 8 10 12
papers between 2010 and December 2015. Most of the
research was conducted during the past two years (2014- Figure 3. Number of studies per country.

2015) reaching a peak in 2014 (20 articles). RQ3: How easy is it to find recognized papers?
Figure 2 also shows the publication trend of empirical
The relevance of the selected papers can be evaluated
studies. The publication trends of research on gamified
through the ranking of their publication sources. In this
apps and Serious games in e-Health were mostly similar.
study, there are five different journals ranked as Q1, Q2
and Q3 in the JCR 2014 ranking. Although there are 21 users to change their bad eating habits through a
conferences, only two of them are ranked as B in the collaborative
CORE 2014 ranking: The International Conference on
Chronic disease
13 10
Computer Supported Cooperative Work in Design management/rehab
(CSCWD) and The International Conference on Advances Physical activity 13 2
in Computer Entertainment Technology.
Nutrition 3 2

RQ4: In which health domains has gamification been Mental health 3 5

investigated? Hygiene 1

As depicted in Figure 4, the most recurrently studied 0 10 20 30

health topic for both gamified apps and serious games in Gamified apps Serious Games

e-Health is chronic disease management/ rehabilitation. Figure 4. Health topics studied in the selected papers.
Some of these health conditions are Cancer, Alzheimer’s
gamified experience. While most the papers investigated
disease, Stroke and Obesity. For example, Cafazzo et al.
gamification in a single health domain, three papers [72,
[46] presented a gamified mobile health application aimed
73, 74] reviewed gamified applications related to multiple
at the self-monitoring of blood glucose in adolescents
health domains including nutrition, hygiene, physical
with type 1 diabetes. Imbeault et al. [57] made use of
activity and chronic disease management.
Artificial Intelligence and game mechanics to create a
RQ5: What are the research types of the studies related to
serious game specifically intended to provide cognitive
the gamification of e-Health?
training for patients suffering from Alzheimer. While only
Figure 5 shows the three research approaches that were
two papers focused on designing serious game to promote
identified in this systematic literature review. Besides five
physical activity, a total of 13 papers investigated the
reviews, around 35% of the selected papers were solution
gamification of physical activity. For instance, Keung et
proposal studies and 13% were undertaken to evaluate
al. [67] integrated gamification elements into a mobile
existing or new gamified e-Health applications. Even
fitness application intended to motivate young people to
though the majority of the research was found in the
go outdoors to exercise. Three other studies focused on
category of solution proposals, the reviews identified have
harnessing gamification techniques in mental health-
relied mainly on gamified e-Health applications retrieved
related applications [68, 69, 70] five papers presented
from mobile applications stores, namely App Store and
serious games focusing on mental disorders, particularly,
Google Play store, which are not therefore reported in
in children [71, 52, 56, 58, 66]. The remaining two papers
literature. Besides reviewing the existing gamified
tackling serious games in e-Health were nutrition-related
exercise application, Hamari, J. & Koivisto, J.
and presented m-Health interventions to increase
investigated the role of social influence on changing
children’s vegetable consumption [51] and improve their
behavior through the evaluation of an application called
nutritional outcomes [52], respectively. Nutrition was also
“Fitocracy”[53]. By contrast, evaluation research (22%)
identified in a paper written by Pereira et al. [72], in
was slightly more dominant than solution proposals (19%)
which a mobile application was developed to persuade
for serious gaming in e-Health. However, no review was
identified for this context in this systematic literature In around 17% of the selected papers, the authors
review. conducted case studies to evaluate e-Health gamified
applications and serious games in real-life context. Of the
RQ6: Are the studies in the area empirically evaluated? five papers on gamified applications that conducted case
studies, two reported a single-patient-led study [64, 77].
As depicted in Figure 5, most of the selected papers were
For instance, in one paper a 44-year-old woman with
empirically evaluated through case studies, experiments
complex congenital heart disease evaluated a
and surveys. No type of evaluation was provided in 35%
gamification-based exercise monitor over a period of 6
of the studies. In about 33% of the papers, experiments
months [78]. The patient managed the system by herself
were performed with students, patients or acquaintances
during the entire study period. The outputs were
who complied with a certain number of conditions, such
consecutively analyzed and interpreted by the researchers.
as being experienced in the use of mobile devices [75],
In order to collect data after the completion of
being of a certain age (20-50) [63] or even being able to
experiments or case studies, authors mostly relied on
speak and read English [48]. In nine evaluation research
audio-recorded structured/semi-structured interviews and
papers on gamified applications and serious games, the
questionnaires. Logs were also used to gather data about
participants recruited were asked to sign a consent form
the sequencing of activities and time spent of them by the
prior to involvement in any phase of the study [47, 48, 63,
different participants [65].
76, 77, 50, 65, 71, 52] and in some of them, they received
a gift as compensation for their participation [53, 63, 77].

Figure 5. Research types and empirical methods.


Moreover, two papers evaluated the effectiveness of the automatic real-time feedback system and/or a variety of
gamified e-Health application by respectively collectible virtual rewards such as badges and points.
implementing logs, along with interviews or daily self- Millof et al. [68] used preloaded and personalized rewards
reports [76, 79]. Almost 200 participants were involved in consisting mostly of outing and pampering suggestions. In
two surveys on gamified apps [46, 54] conducted by the same way, different reward systems were
researchers, while one paper did not state the precise implemented in almost 95% of the investigated serious
number of participants [80]. However, it did state that a games. Social interaction received significant attention
small group of participants was recruited to perform the among gamified applications; more than half (16 papers)
survey. As for surveys that were conducted in serious of the selected papers reported the usage of an embedded
games’ studies, the least number of respondents was 12 social context in the application via leaderboards or
participants [66]. instant messaging system. Zuckerman & Gal-oz [76]
Figure 6 shows that the number of participants involved in employed a social comparison element in the form of a
the empirical processes in both gamified applications and leaderboard which ranked users in function of their
serious games ranges from one to 200 participants. accumulated points. Moreover, social interaction in terms
In six studies [47, 54, 63, 73, 77, 78], users tried out the of communication has been identified in nine studies
gamified applications over a long period ranging from one about gamified applications [46, 53, 54, 75, 77, 78, 79,
to six months. Accordingly, the longest evaluations of 81,82]. While some applications enabled users to
gamified applications reported in the selected papers communicate locally (within the application) [46] with
lasted 6 months [78, 79], whereas the longer period stated their peers, others handled social media support [63, 83]
in studies evaluating serious games was of two months by ensuring an instant connection with the best-known
during which children diagnosed with ADHD played a social networks (e.g. Facebook, Twitter). On the other
serious game at home over four periods of two weeks hand, social interaction was less frequently employed in
[52]. Figure 7 depicts the duration (in hours) of all the serious games. Garde et al. [50] brought to play a variety
empirical studies reported in the papers. of game mechanics including those for social
engagement, progression and scheduling. In this paper,
RQ7: What game mechanics have been used in gamifying social interaction was achieved by the competition
e-Health applications? between teams of players through collection of rewards,
thereafter, team members could see their ranking on
As shown in Figure 8, various game mechanics were
leaderboard. Another gamification technique reported in
employed in the selected papers. However, feedback and
29% of the selected papers on gamified applications
rewards were the most frequently used incentives in
consists of progress bars that help users visualize their
gamifying e-Health applications and games. About 93%
performance and keep track of their progress.
of the selected papers reported the integration of an

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

Figure 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
Figure 7. Duration of the empirical studies (in hours)

Challenges and quests were pinpointed in seven studies Moreover, personalized avatars and animated characters
[49, 53, 61, 72, 74, 75, 84]. Although, most of these were used to represent the users [59, 60, 68]. Keung et al.
studies did not provide details about this category of [67] included a narrative context in their gamified fitness
gamification elements, it may be surmised that challenges application in which the user is asked to perform a set of
could take place among the users of the application in a workouts so as to progressively unlock the storylines.
collaborative mode (group of users) or in single mode.
The serious games investigated in 59% of the selected RQ8: Which challenges are the most frequently
studies afforded a sense of progression to the users encountered during gamification?
through levels and missions [65, 84, 85, 86]. In addition
to the aforementioned gamification techniques, a variety Only ten of the selected studies discussed the problems
of other game elements was investigated. Trophies, encountered in gamifying e-Health applications and
ribbons and medals were integrated to award users upon serious games. The majority of these studies have
the completion of a task or after leveling-up [63, 78]. mentioned a particular weakness, stating that motivating
Additional incentives were implemented in serious games users by means of game elements may not be sustained in
such as prizes [87] and in-game currency [52]. In the long run if the gamification solution is not
accordance with the findings of the selected studies, continuously improved [50, 54, 60, 63, 75, 76]. Another
gamification techniques were extended to audible considerable limitation reported in five studies was that
modules; sound effects, notifications/alerts, some game mechanics did not provide additional
congratulatory messages and video-taped information that may help users clearly define their level
acknowledgments were also identified in the selected of performance [55, 63, 72, 74, 76] and did not capture
studies [56, 48, 81]. the nuances of content and target users. To put it simply,
some game mechanics lacked a certain form of

Feedback/ Rewards 25 18 customization to match the health purposes of the


application and to be fully adapted to target groups. In this
Progress bar 8 12
respect, two studies about serious games reported that
Social connection 16 1
incorporating game mechanics is unlikely to be equally
Challenges/Quests 7 5
suited to people of all ages [50, 85].
Others 13 7 Although it was not massively investigated, cheating can
0 10 20 30 40 50 be perceived as a considerable problem that may
Number of papers
undermine gamified e-Health applications [72]; users may
Gamified Apps Serious Games
input wrong data to obtain rewards and move up the
Figure 8. Distribution of gamification elements in the selected
papers. comparison scale.
Table 3 presents the main limitations and challenges that
might seriously hinder the efficiency and effectiveness of
implementing game mechanics in both gamified e-Health
applications and serious games.
RQ9: What are the benefits of using gamified e-Health II. Discussion
applications? This section discusses the results obtained and provides
Several studies discussed the benefits of implementing implications for practice and directions for further
game mechanics in gamified e-Health applications and research in the area of gamification in e-Health.
serious games. The gameplay afforded in these e-Health
RQ1: Which publication channels are the main targets for
interventions may positively affect users’ emotional
gamification in e-Health?
experiences and foster their satisfaction and self-esteem
[58, 61, 67, 73]. One important advantage of the use of According to the findings reported in Section III, a great
game mechanics is that it was perceived to highly insight has been gained as regards gamification in e-
motivate users to change their health behaviors and stay Health, as it was investigated in different publication
engaged with the application [61, 85, 86]. channels including conferences and journals.
Although it was noticed that gamification may fail to keep Nevertheless, the majority of the papers selected in this
the users involved, many studies considered that game systematic literature review were published in journals
elements can be of great assistance in yielding a regular and conferences focusing on medicine and health research
use of the application [46, 48]. and/or those that are related to computer interactions. The
Moreover, the game mechanics help stimulate users’ difference perceived in the number of journals in
willingness to continue using the gamified applications or comparison with the number of conferences as publication
serious games [55]. Another advantage that was venues can be explained by the fact that publishing in
recurrently identified was that of promoting the gameplay journals is generally more complicated than publishing in
and making the application more entertaining and easy to conferences; this distinction was made clear in the quality
use and intelligible, especially for children and the assessment phase.
elderly. All the benefits drawn from the selected papers
are summarized in Table 4.

Table 3. Limitations of gamification in e-Health.


Supporting studies
Limitations and challenges
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 [49] [54] [63] [75] [46] [56] [81]
over time. [76]
Gamification elements are sometimes perceived to be meaningless and not helpful in terms of [63] [72] [74] [76] [55]
the system’s healthcare purposes.
Gamification solutions are not user-centered as they overlook the traits and demographic [54] [72] [73] [76] [50] [85]
characteristics of potential users.
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 [72] [73]
reduce their performance and lower their credibility.
Cheating may increase as users might work to achieve higher levels solely for the sake of [72]
rewards.
There is a significant lack of controls between the elements of gamification and thus various [76]
elements were viewed as a single one.
Table 4. Advantages of gamification in e-Health.
Supporting studies
Benefits/advantages
Gamified Apps Serious Games
Sustains users' engagement with the tool. [46] [48] [53] [54] [62] [67] [70] [56] [59] [85] [86]
[72] [73] [79] [81] [82] [83] [90]
Increases users’ compliance with health interventions and improves their [47] [48] [61] [69] [74] [60] [66]
ability to self-manage their conditions and adherence to treatment.
Provides positive emotional states and elevates users’ satisfaction and [46] [48] [53] [64] [72] [73] [75] [58]
self-esteem. [81] [83]
Enhance intrinsic and extrinsic users’ motivation. [46] [47] [49] [61] [63] [64] [70] [52] [55] [56] [58] [66]
[76] [77] [78] [79] [80] [81] [83] [85]
Makes health activities fun, enjoyable and understandable. [48] [61] [70] [73] [76] [75] [76] [50] [51] [56] [59] [66]
[79] [80] [82] [84] [85] [87] [88]
Promotes healthy behavior and reinforces the users’ efforts to change [46] [49] [53] [61] [63] [70] [72] [60] [84] [86]
their behavior. [73] [81] [82] [90]
Social support was perceived to be appealing and crucial in increasing [47] [72] [75] [77] [82] [50]
social skills.

RQ2: How is the research focused on gamification in e- England [61, 70, 78] and Finland [53, 54, 75]. A smaller
Health distributed over years and across countries? frequency of contributions has been made by other
European countries such as, Ireland [79, 90], Italy [58,
Although we planned to include studies published during
59], Spain [81], Greece [62], Sweden [68] and Austria
the entire past fifteen years, we eventually obtained solely
[76], and by Latin America countries, namely Colombia
those published throughout the last five years (2010 –
[80] and Brazil [82]. Although many studies were
2015). From the second half of 2010, the concept of
discarded to meet the inclusion criteria of this literature
gamification took off in many areas, particularly those of
review, there was little to no frequency of contributions
industry and education. However, the surge of interest in
from Asian and African countries. This spatial inequity
gamification in e-Health only started at the beginning of
could be explained by the development that has occurred
2014. In comparison, the current wave of serious games
at the level of e-Health in countries throughout the world.
started to gain some momentum in the minds of many
The most highly developed countries were, therefore,
researchers by the year 2002, yet various games were
obviously the first to tackle this area and make fruitful
designed for serious purposes before this date [11].
contributions in order to enrich it.
Nevertheless, the reader may note the slight decrease in
2015, which can be justified by the time period in which
RQ3: How easy is it to find recognized papers?
this systematic literature review was conducted. The
number of the studies that were published in 2015 may, Even though conferences and symposia outnumbered
therefore, be biased to a certain extent. There were no journals in this study, the majority of the journals
surprises as regards the geographical distribution of identified were highly recognized. Of the five journals
research on gamification and serious games in e-Health. ranked as JCR, three of them are interested in Medicine
Most of the papers that have been published in the area and Health informatics. The focus areas of the three
are written by authors from the United States of America additional JCR journals include cyber-psychology and
[47, 49, 67, 69, 77], Portugal [88, 65, 89, 56, 66, 64, 72], ubiquitous computing. Regarding conferences, only two
Canada [46, 48, 74, 83], Netherlands [52, 55, 60], conferences were found in the CORE 2014 ranking and
their scopes include, among others, collaborative health also held the interest of researchers in both areas
approaches in healthcare systems, gamification and (gamification and serious gaming); a total of eight papers
interaction design for games. The percentage of discussed the design of gamified applications and serious
recognized papers (30%) indicates that gamification and games dedicated to people suffering from mental
serious games in the e-Health area are considered to be disorders. These papers concentrated particularly on two
maturing disciplines. As can be inferred from the quality major health conditions, namely Anxiety [68, 69, 71] and
assessment we performed, the papers included were Attention Deficit Hyperactivity Disorder (ADHD) [70,
neither perfect nor improper in terms of quality and 52]. ADHD is defined as a mental disorder that is marked
relevance. However, most of the selected studies obtained by a pattern of behavioral symptoms including
scores in the range of [3,6); seven studies received scores inattention, hyperactivity and impulsivity [70]. Two
equal to 5 and there were only five studies whose scores papers presented serious games intended to minimize
were equal to either 1 or 1.5. intellectual deficiency and to improve the phonological
competencies in children, respectively [56, 66]. In
RQ4: In which health domains has gamification been
addition, there were five papers concerning nutrition and
investigated?
personal hygiene [51, 72, 73, 82, 86]. These studies
Gamified applications and serious games were designed reported that their objective was to change eating and
for a variety of health topics, yet there was a slight hygiene habits and bolster the ability to adopt healthy
difference perceived between the major health topics lifestyles [51, 72, 82]. Bearing in mind the various health
investigated in both areas. Chronic disease management domains that were investigated in the selected studies,
and rehabilitation was the most frequently investigated there would appear to be a growing interest in the use of
health domain in the selected studies on both gamification gamified health interventions and serious games in the
and serious games. Whereas several studies were found in treatment, rehabilitation and management of chronic
the area of gamified applications applied to physical disease patients. In this respect, gamified healthcare
activity, very few research studies addressed serious applications can ease the burden and provide motivation
gaming in this topic. Physical activity, as it was defined in to the patients by creating a therapeutic game-like
this study, encompasses both fitness and exercise for environment [74]. Persevering with regular healthy
people who are not ill. Papers reporting prescribed activities such as completing a course of medication,
exercise for patients with chronic disease, as in [78], were maintaining an exercise routine or sticking to a healthy
considered in the category of chronic disease management diet can be a struggling and demoralizing experience.
and rehabilitation. Chronic disease management and With the help of gamified tools and platforms, these
rehabilitation therefore embody specialized healthcare activities become more enjoyable and easier to keep on
dedicated to help patients regain strength after illnesses with. Similarly, gamified e-Health applications provide a
[61] and provide those living with long-term conditions means to assist patients with mental health problems and
with tools to manage their health and improve their disorders such as anxiety, stress and depression. Beyond
wellbeing [46]. Some of the health conditions that the raising awareness and understanding of these mental
papers in this category dealt with are Stroke, Diabetes, health issues, gamified tools can deliver cognitive
Alzheimer’s disease and Cardiovascular disease. Mental therapies to reduce stress or tune out negativity and
anxiety by displaying avatars and offering rewards, Furthermore, five reviews [49, 53, 72, 73, 74] were
among others [69]. In a similar vein, serious games for included in this study. A dozen gamified applications
health entertain and promote better delivery of health care related to healthcare and wellbeing were examined from
services. The use of tailored games can serve the purpose different perspectives, such as design challenges in terms
of raising patients’ willingness to manage their disease or of functionality and privacy [72, 73]. Nevertheless, there
condition and increasing their medical adherence. It also was no relevant review of health serious games identified
provides an opportunity to motivate patients to persevere in this study.
in long-term treatments. Gamification and serious gaming
RQ6: Are the studies in the area empirically validated?
are therefore highly promising in the matter of reducing
problems with treatment adherence [91] and boosting Empirical investigation is a crucial process in scientific
engagement with healthcare interventions. research. Having qualitative data and measurements to
hand can facilitate the decisions made about the efficiency
RQ5: What are the research types of the studies related to
and reliability of the systems evaluated [92]. There is a
the gamification of e-Health?
wide range of existing empirical methods. The selected
The most prevalent research type is solution proposal, papers in this study relied principally on experiments
which accounts for 54% of the selected papers. This (33%), which were performed mainly by students who
implies that the design and development of gamified e- showed their willingness to participate in the evaluation.
Health applications and serious games are significantly Recruiting participants from universities, hospitals or
expanding among researchers in the areas of healthcare through acquaintances was a commonly adopted strategy
and pervasive technologies. The second most frequent when seeking prospective contributors. Five papers [46,
research type in the selected studies is evaluation 48, 62, 64, 78] carried out case studies to assess the
research. About 35% of the papers analyzed conducted an effectiveness of the gamified e-Health applications.
evaluation of pre-implemented gamified e-Health Within this category, it was noted that two case studies
interventions and full-fledged serious games. Some of [64, 78] were performed by a single patient who was
them additionally provided a set of benefits and observed during a long period of time. Consequently,
drawbacks of the usage of these interventions. However, these findings can hardly be considered as being based on
this result denotes that evaluation research into scientific evaluation. Research studies on serious games
gamification and serious gaming in e-Health is, to some also used case studies to explore the impact of these
extent, scarce. Indeed, researchers do not focus primarily games on the improvement of participant’s condition by
on evaluating the existing applications but alternately gathering quantitative data. Furthermore, surveys were
concentrate their efforts on proposing new solutions to endorsed in 15% of the selected papers. With the
enhance the area in question. This is mainly owing to the exception of two papers [66, 80], surveys were driven by
complexity and difficulties inherent to the evaluation of a large sample of respondents and were launched upon the
healthcare systems. In order to conduct thorough health- completion of the project. With regard to data collection
related experiments, it is currently necessary to obtain methods, researchers essentially opted for questionnaires
permissions and extensive consents from various parties, and audio-recorded interviews that were later transcribed
which renders the evaluation even more difficult. for better analysis. Around 35% of the studies did not
include an empirical validation. Empirical evidence about assessments. Moreover, children were rewarded real-
gamification and serious gaming in e-Health applications world prizes such as a jump rope and a Frisbee after the
is therefore progressively emerging [32]. However, completion of the game’s nutritional activities [86].
gamification has not yet attained the mainstream of any Providing instant-feedback was also perceived as a
academic discipline. According to various studies on helpful mechanism as regards informing users about their
gamification [93, 94], there is a serious lack of research current progress and alerting them to changes in their
that provides well-founded and rigorous empirical status. Feedback was mainly represented in the form of
evidence of the motivation process driven by the core visual popups [62] (e.g. textual measures, informative
elements of gamification. Several studies therefore messages) or audible notifications (sound effects) [80].
reported the need for more substantial research and Serious games also provided constant auditory, visual or
empirical data on the effectiveness of the gamification textual feedback which directly react to the patient’s
elements incorporated into diverse contexts such as actions and inform on their performance and results [65,
enterprises [20], education [7] and journalism [94]. In a 84]. It has been pointed out that the adjustment of the
like manner, it was noted that there is a dearth of studies real-time feedback is crucial, because the game needs to
speculated about serious games that did not include high- provide a feedback appropriate to the level of the patient
quality empirical evidence concerning positive impacts [57]. Feedback should therefore be dynamic and
and outcomes of serious gaming [96]. adaptable. Several studies emphasized the positive effect
of socialization on the users’ engagement with the
RQ7: What game mechanics have been used in gamifying
gamified applications. Whilst some applications
e-Health applications?
implemented a socialization component that interacts with
A multitude of game mechanics are being integrated into the best-known social networks [61] (e.g. Facebook,
gamified e-Health applications and serious games. The Twitter), a private social platform was created in other
majority of the selected studies reported the usage of a applications to allow users to communicate with their
combination of game mechanics to encourage users to peers and receive support from them [46]. Another aspect
engage with the application. Of the gamification elements of socialization was that of leaderboards. This is based on
most frequently used, we found feedback, rewards, status, which leads to greater visibility for the users. This
progression and social features. Most of the studies implies a social comparison, which encourages the users
incorporated a basic game-like feature that rewards users of applications, especially those related to physical
with numerical values for an action or a combination of activity, to surpass their fellows [76]. Another
actions. This point-scoring system was generally competition setting was that of creating a collaborative
associated with achievement rewards such as badges, platform on which users can perform the application’s
trophies and medals upon accumulating a certain amount activities as part of a small group, which ultimately helps
of points. Apart from these virtual rewards, some people enhance their physical accomplishment [77].
researchers opted for more personalized rewards [68]. For Although not highly valued in serious games, social
instance, the pain assessment application for adolescents interaction, as presented in two studies [50, 52] consisted
with cancer [48] rewarded its users with a congratulatory on the setup of an in-game social community of players
video-recorded acknowledgment upon accomplishing the where they can communicate and support each other in
order to generate competition between them and stimulate and avoid dwelling on negativity [97]. Pointsification is
a prosocial behavior. As in the gamified applications, the the core component of gamification, particularly in
players were able to see each other’s rank and current progress visibility and leaderboards. Users’ progress is
status on a leaderboard. In addition, serious games made mostly fueled by the amount of points collected, which
an extensive use of leveling-up and progression are then used to provide a ranking on leaderboards.
mechanics. To advance levels, the players had to perform However, points could be less appealing and insignificant
challenges of a gradual increasing complexity [50, 56]. in terms of gratification. Users tend to prefer receiving
On the contrary, progress bars and challenges were found badges [99] for their multiple functions. Beyond
to be the least commonly used game mechanics in the advertising one’s achievement, badges can provide
selected studies on gamified applications. However, users instructions that help users shape their activities and
who participated in the evaluation of applications that diversify their participations [100]. Besides encouraging
employ these mechanics expressed positivity about and self-improvement, social features are designed to create a
satisfaction with them. They stated that challenges competitive environment in which users can effectively
allowed them to complete a particular set of actions engage to achieve extrinsic motivations. Nevertheless,
within a time limit, but they suggested that this these positive effects can be undermined from the
mechanism might be more effective if they could set perspective of users. For example, users may actually feel
personalized challenges by themselves [75]. Moreover, a disheartened if they are not able to surpass their fellows or
mobile fitness application called BonnyBolt was based on they realize that they do not have in-app friends to
a fictitious storyline in which users were asked to explore connect with [97]. As long as there are different
the different episodes of the storyline while exercising. perceptions about the potency of the game mechanics,
This quest appeared to be significantly engaging for more research is needed to understand, exactly, how these
young users [67]. Some studies reported the usage of gamification elements trigger motivation in order to
further gamification elements. For instance, users of a implement them more appropriately.
wellness application [75] were disposed to track their
RQ8. Which challenges are most frequently encountered
progress instantly on a virtual map. This analogy was
during gamification?
considered to be helpful as it added more tangibility to the
achievements. The effectiveness of some game mechanics Although the number of studies investigating the
in comparison with others is mainly owing to their role in limitations of gamification in e-Health is relatively scarce,
simultaneously yielding enjoyment, competition and self- it was noted that the implementation of gamification
evaluation [97]. Social features, rewards and progress techniques in the e-Health realm is a critical and
tracking were therefore demonstrated to be powerful demanding process. The authors of the selected papers
mechanics in producing positive effects on users. In line addressed several challenges that could undermine the
with the studies conducted on gamification in non-health- potential success of gamification and serious gaming. One
related contexts such as education [98] and software of the major challenges is related to the long-term
engineering [99], there is a similarity in terms of the most viability of the gamification effects on the applications’
frequently used game mechanics. In fact, tracking and users. Researchers argue that the noticeable short-term
monitoring progress help users stay focused on their goals effect on users’ motivation and engagement is unlikely to
be sustained, as the users’ interest and enthusiasm in the users’ motivation through gamification, it is important to
game-like features seems to decrease in the long run [50, allow them to experience a sense of communion,
70, 75]. Moreover, some game mechanics (e.g. points, autonomy and competence [102]. Gamified solutions
badges) did not provide a tangible health-driven meaning should encompass a well-structured and varied rollout of
in terms of the user’s competence and health skills [76], game elements if these motivational needs are to be
and they were sometimes wrongly located on the realized. Another important issue is that most gamified
application’s display. In this respect, the participants in solutions and serious games are not user-centered since
the evaluation of a nutritional serious game [51] did not they disregard the demographic characteristics of the
understand the purpose of the partitioned progress bar targeted users to a sgnificant extent [32], thus failing to
along with the number associated to it. A direct, simple provide an appropriate solution to the cohort in question.
and clear set of instructions would thereby be essential to In this respect, researchers suggest bearing in mind the
avoid confusions and optimize users’ gameplay varied demographic traits and considering children and
experience. Furthermore, it was stated that some elderly cohorts to a much greater extent [72]. Besides the
gamification applications offer a valuable reward for an lack of a standardized methodology with which to assess
activity that does not require a significant endeavor and/or the potency of gamification [73], there is a paucity of
vice-versa [49]. Regardless of their functionality in a healthcare professionals’ involvement in the design and
game-context, gamification elements were sometimes development of the gamified e-Health solutions, which
falsely mixed-up as there was no apparent control diminishes their credibility and respect among patients
between them [76]. To effectively alleviate these [72].
challenges, it is necessary to design game elements for
RQ9: What are the benefits of using gamified e-Health
meaningful in-system purposes by providing them in
applications?
response to efforts that users consider important. It is also
significant to assign informative content to the game
Despite the challenges that were judged to hamper the
elements in order to make them easily intelligible and not
potential of gamification in the e-Health realm, the
confusing [101]. In addition, building an entire gamified
majority of the selected studies have demonstrated the
solution on the basis of a single gamification element can
positive effects that the user can still attain while using
reduce the effectiveness of the solution and therefore lead
gamified e-Health interventions and serious games. The
to a straightforward failure [72]. Because fun and
major advantage of gamification in the health context is,
motivation are not a “one-size-fits-all” proposition, a
perhaps, that of ensuring users’ regular engagement and
game element that seems motivational for one individual
increasing their immersion into the e-Health solution [59,
may not be persuasive for another. This also holds true for
63,81]. Indeed, gamification seeks to take playful aspects
serious gaming as it was emphasized in different studies
of gaming experiences in order to restructure a typically
[50, 85] that there is a crucial need to understand the
boring activity into something enjoyable, competitive and
gaming forms which motivate and engage players [85].
engaging [70, 82]. This implies motivating users to
This knowledge may therefore help designers create
deliberately stick to the application’s activities [61].
adaptive games that offer slightly different modes of play
Similarly, the use of visual aesthetics and game
for different player types. Moreover, in order to trigger
mechanics in serious games promotes the gameplay and
the interaction with the players while yielding a great question should be involved from the first stage of the
level of enjoyment and enterainment [58, 87]. Besides development of the application or the game. Since the
providing extrinsic motivation (rewards, feedback), seriousness of the application might be alleviated owing
gamification is also intended to help users experience to the game-like features, receiving medical approval can
positive emotional states such as satisfaction, relatedeness reassure the users about the effectiveness of the
and self-esteem [70, 72, 73]. This results in the application from the health outcome perspective.
inducement of positive changes in users’ behaviour that Practitioners, for their part, need to examine the gamified
are beneficial for their overall health and wellness [62]. applications and serious games rigourously in order to
Furthermore, gamification was perceived as a successful lessen the eventual loopholes that enhance the users’
means to provide a certain type of assistance to patients ability to cheat, i.e., seeking rewards while being
with chronic conditions by improving their adherence to oblivious to the actual health outcome. It may be worth
medication and treatment plans [47]. On the other hand, involving experienced game-designers in the whole
serious games were appreciated and were seen as a good process of building the e-Health solution so as to draw on
method to help people induce positive behavioural change their expertise for the purpose of implementing game-
in people living with chronic conditions thanks to the mechanics that are properly thought through and well
powerful integrated game design [58, 60]. From a social balanced. Furthermore, practitioners need to bear in mind
perspective, gamification has a huge potential as regards the importance of ensuring security and privacy to the
improving communication and bilateral encouragement extent that the users’ personal health data are fully
among users by means of social-sharing (e.g. posts) and protected.
instant messaging [50, 77].
Study limitations
Implications of the results
As with any review, this study has a number of
The findings of this systematic literature review have
considerations that may limit the soundness of the
implications for both researchers and practitioners
conclusions drawn. These biases have been divided into
working in the area of gamification applied to e-Health.
four kinds of threats to validity, which are described
Researchers need to pay considerable attention to the
below:
motivational side of the gamified applications and serious
games. Extrinsic and intrinsic motivation should be tuned  Construct validity: The most obvious bias that could
up to yield a permanent engagement with the application. affect the validity of the conclusions of this study is the
Moreover, the findings of this review show that the incompleteness of the search and the selection of the
majority of the studies reported evaluations during a short studies. Although the trial search was performed in the
period of time, which actually diminished the accuracy of major digital libraries related to computer science and
the results. The gamified applications and serious games, medicine, relevant studies that investigate gamification
especially those dealing with therapy and prevention, and serious gaming in e-Health may have been missed.
must therefore undergo empirical evaluations that span In an attempt to mitigate this bias, the Google Scholar
longer periods so as to better explore the long-term database was first used to retrieve the potentially
viability of the game mechanics being integrated. In relevant studies that are not indexed in the selected
addition, patients diagnosed with the health condition in sources. Second, the reference lists of the papers
included were checked to identify any further relevant verify the reliability and accuracy of the information
studies. Although the PICO criteria were used to obtain extracted.
a rich collection of elements for the search string, it Another limitation of this study is the absence of the
was impossible to ensure that the search was totally assessment of risk of bias in included studies that
exhaustive. Additional terms related to ‘gamification’ consist of evaluating the methodological features of
and ‘serious game’ could have been used to make the each individual study and assessing the applicability of
search more comprehensive through performing a their findings. This restriction could plausibly
rigourous search strategy as reported in [103]. influence the overall strength of the body of empirical
Moreover, since the search was performed only on the evidence.
metadata of papers (i.e., Title, Abstract and keywords),  Conclusion validity: Conclusion validity is concerned
it is probable that some papers that did not include a with biases regarding the existence or absence of
reference to validation in their metadata were relationships which may lead to incorrect conclusions
systematically rejected. Another issue that arose during being reached. In order to mitigate this threat, any
the screening phase was that some papers had a phase of the study during which disagreements among
potentially valid content, but an irrelevant abstract the authors were likely to occur was thoroughly
could have led to their exclusion. conducted and discussed until a consensus was
 Internal validity: Bias during the data extraction phase reached. Besides the textual description, the results
may have affected the accuracy of the data extracted. were plotted using various charts. This helps enhance
To alleviate this threat, the data items to be extracted in the traceability between the data extracted and the
this study were discussed by the three authors until an conclusions.
agreement was reached. Since the extraction of data  External validity: External validity is related to the
was conducted by just one reviewer, there is a risk of ability to generalize. The validity of the conclusions
making mistakes, thus, causing substantial drawn holds solely for the context of this study. This
inconsistency in the outcomes. In fact, single data threat is not, therefore, applicable.
extraction process can potentially raise the rate of
III. Conclusion and Future work
extraction errors such as inadequacies, incomplete data
This paper reports on a systematic literature review that
and omissions [104]. It is true that most of the
summarizes the existing research regarding gamification
systematic reviews do duplicate the data extraction
in e-Health. From an initial set of 562 papers retrieved
process by having at least two reviewers performing
from seven main publication sources, 46 studies
the extraction independently as recommended in
presenting gamified applications and serious games were
PRISMA guidelines [105], however, there are many
selected, of which five studies were obtained by means of
reviews which included single data extraction with
reference tracking. These papers were investigated using
double checking and did yield significant results as in
nine research questions, including publication source and
[33, 39]. Single data extraction offer a pragmatic
trend, research type, empirical type, gamification
approach to complete the review to time and cost when
elements, advantages and challenges of gamification in e-
the double process is not feasible. All data extraction
Health. It was found that gamification and serious gaming
details are shown in Appendix A to allow the reader to
began to attract researchers’ attention in e-Health realm
only in the second half of the year 2010, with a peak year gamification elements, wholly dedicated to the
in 2014. The principal research types identified were recruitment and the retention of voluntary blood donors in
solution proposals and research evaluations. Roughly half order to eradicate blood shortage. In this respect, an
of the papers did not provide any type of empirical analysis of the characteristics of free mobile applications
evidence. There is obviously a need for further empirical for blood donation as regards functionalities and features
evaluations to provide a rigorous validity of has already been conducted [109]. Besides, a thorough
gamification’s effectiveness in e-Health. Another review of the existing gamified blood donation mobile
interesting result is that the most frequently investigated applications has been carried out to scrutinize the
health domains in literature are chronic disease functionalities and game mechanics implemented in blood
management and physical activity. Concerning game donation apps [110]. It is believed that combining game
mechanics, most of the studies reported that rewards, mechanics with technological advances can bring
feedback and socialization aspects are recurrently tremendous benefits to the act of donating blood.
employed to gamify e-Health. Moreover, the results Another future direction worth investigating is the
obtained allowed us to address the benefits and the issues association of a behavior change theory with the
of gamification in the e-Health realm. We observed that gamification process to, ensure a flexible and versatile use
there are crucial issues that need to be analyzed in depth if of game elements that accommodate different users’
the full potential of gamification is to be harnessed. profiles.
We reckon that the integration of gamification techniques
into mobile applications may influence their usability. For
this reason, an empirical study is required to assess the
compliance of gamified mobile applications with
operating systems guidelines [106, 107] and with ISO This research is part of the mPHR
project in Morocco financed by the Ministry of Higher
usability standards [108].
education and Scientific research in Morocco 2015-2018.
In future work, we will take advantage of the current This work is also part of the project GINSENG
(TIN2015-70259-C2-2-R) supported by the Spanish
study to harness the identified gamification elements that
Ministry of Economy and Competitiveness and European
were successfully applied in health purposes. In fact, we FEDER funds.
intend to build a mobile system with embedded

Appendices
Appendix A
Table 5. Data extracted for RQ1, RQ2, RQ3 and RQ4.
RQ1 RQ2 RQ3 RQ4

Paper Type Pub. Pub. name Pub. Author' Ranking Health Topics
channel abbreviation 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 2014 USA Physical Activity for CP children
Conference and
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
Table 6. Data extracted for RQ5, RQ6 and RQ7.

Paper RQ5 RQ6 RQ7

Research Type Empirical N° Methods of Duration F/R P C/Q S O


Research Type participants data collection
[46] Solution Proposal Case Study 20 Questionnaire, 12 weeks x x
interviews
[47] Evaluation Research Experiment 157 Questionnaire 4 months x x
[48] Solution Proposal Case Study 18 Interviews, 15 days x x
questionnaire
[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 Survey 200 -- -- x x x
Research
[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, 4 weeks x x x x
questionnaire
[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 2 hours 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 1 week x x x x
questionnaire,
interviews
[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- 6 months x x
report
[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
Table 7. Quality Assessment results. "Pub" stands for publication.

Pub. Pub. Pub. Name Quality assessment


Paper
Year Channel abbreviation 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
[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
121st ASEE Annual Conference
[87] 2014 C 0.5 1 0 1 0 2.5
and Exposition
[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
Table 8.Publication source of the selected studies.
Publication source Type References # %
IEEE International Conference on Serious Games and [55] [56] [57]
Conference 6 13.04
Applications for health [58] [59] [60]
Journal of Medical Internet Research Journal [46] [47] [48] [49] 4 8.69
Games for Health Journal Journal [50] [51] [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
Conference [61] [62] 2 4.35
Information and Communication Technologies in Healthcare
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
Conference [82] 1 2.17
Work in Design
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
Conference [81] 1 2.17
Informatics
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 [87] 1 2.17
Conference and Exposition
The International Conference on Human Factors in Computing
Conference [85] 1 2.17
and Informatics
International Conference on Digital Health Conference [86] 1 2.17
International Conference and Exposition on Electrical and Power
Conference [89] 1 2.17
Engineering
IEEE RAS & EMBS International Conference on Biomedical
Conference [111] 1 2.17
Robotics and Bio-mechatronics
Conflict of interest

The authors declare that there is no conflict of interest regarding the publication of this article.

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Graphical abstract
Highlights

 An analysis of the gamified solutions and serious games related to e-Health in the literature is
presented.
 Chronic disease management and physical activity are the most studied health topics.
 The most recurrently employed game mechanics in eHealth are rewards and feedback.
 There is a lack of thorough empirical evaluations of the gamified solutions in eHealth.
 Gamification and serious gaming help people induce positive health behavioural change.

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