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The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence
6 references·16 citing·52 second hop
The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence (2015)The Use of Videogames, Gamification, and …A meta-analysis of serious digital games for healthy lifestyle promotion (2014)A meta-analysis of serious di…Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service (2013)Transforming homo economicus …Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game (2008)Serious Video Games for Healt…Playing for Real (2008)Playing for RealWhere Everybody Knows Your (Screen) Name: Online Games as "Third Places" (2006)Where Everybody Knows Your (S…Understanding Information Systems Continuance: An Expectation-Confirmation Model1 (2001)Understanding Information Sys…The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review (2023)The Use of Gamification in th…Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda (2023)Gamification in Health Care M…Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review (2023)Effectiveness of Digital Heal…Gaming elements, applications, and challenges of gamification in healthcare (2022)Gaming elements, applications…Play interventions for paediatric patients in hospital: a scoping review (2021)Play interventions for paedia…Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content (2021)Game Design in Mental Health …Meaningful gamification for psychological empowerment: exploring user affective experience mirroring in a psychological self-help system (2020)Meaningful gamification for p…Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review (2020)Investigating Serious Games T…Games and Health Education for Diabetes Control: A Systematic Review with Meta-Analysis (2020)Games and Health Education fo…Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review (2020)Digital Gamification to Enhan…Mobile Apps for Post Traumatic Stress Disorder (2019)Mobile Apps for Post Traumati…Evaluation of a virtual reality enhanced bullying prevention curriculum pilot trial (2019)Evaluation of a virtual reali…Evaluation of a Mobile Phone–Based Intervention to Increase Parents’ Knowledge About the Measles-Mumps-Rubella Vaccination and Their Psychological Empowerment: Mixed-Method Approach (2018)Evaluation of a Mobile Phone–…A Prototype Exercise–Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases (2018)A Prototype Exercise–Empowerm…A Team-Based Online Game Improves Blood Glucose Control in Veterans With Type 2 Diabetes: A Randomized Controlled Trial (2017)A Team-Based Online Game Impr…Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study (2016)Interactive Digital e-Health …The role of transportation in the persuasiveness of public narratives. (2000)The role of desires and anticipated emotions in goal‐directed behaviours: Broadening and deepening the theory of planned behaviour (2001)Games, Motivation, and Learning: A Research and Practice Model (2002)A Motivational Model of Video Game Engagement (2010)Serious games as new educational tools: how effective are they? A meta‐analysis of recent studies (2012)Gamification: What It Is and Why It Matters to Digital Health Behavior Change Developers (2013)Intrinsic Motivation and Self-Determination in Human Behavior (1985)Perceived Usefulness, Perceived Ease of Use, and User Acceptance of Information Technology (1989)The theory of planned behavior (1991)Do badges increase user activity? A field experiment on the effects of gamification (2015)Why do people use gamification services? (2015)What Is eSports and Why Do People Watch It? (2017)Measuring inconsistency in meta-analyses (2003)The behaviour change wheel: A new method for characterising and designing behaviour change interventions (2011)Virtual reality exposure therapy for social anxiety disorder: A randomized controlled trial. (2013)Games for Health for Children—Current Status and Needed Research (2015)Success factors for serious games to enhance learning: a systematic review (2016)Introduction to Meta‐Analysis (2021)Communication and Persuasion (1986)Implementation intentions: Strong effects of simple plans. (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)Fake news game confers psychological resistance against online misinformation (2019)Evaluating Structural Equation Models with Unobservable Variables and Measurement Error (1981)Common Method Variance in IS Research: A Comparison of Alternative Approaches and a Reanalysis of Past Research (2006)Technology Acceptance Model 3 and a Research Agenda on Interventions (2008)Consumer Acceptance and Use of Information Technology: Extending the Unified Theory of Acceptance and Use of Technology1 (2012)Diffusion of Innovations 1 (2019)Psychometric Properties of the Intrinsic Motivation Inventory in a Competitive Sport Setting: A Confirmatory Factor Analysis (1989)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)Reality is broken: why games make us better and how they can change the world (2012)Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease (2022)Publication bias in clinical research (1991)Out of Control: Visceral Influences on Behavior (1996)The role of feasibility and desirability considerations in near and distant future decisions: A test of temporal construal theory. (1998)Effects of the KiVa Anti-Bullying Program on Affective and Cognitive Empathy in Children and Adolescents (2021)Effectiveness of Digital Health Interventions in Reducing Bullying and Cyberbullying: A Meta-Analysis (2022)Meta-analyses of the predictors and outcomes of cyberbullying perpetration and victimization while controlling for traditional bullying perpetration and victimization (2023)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)The Strength of Weak Ties (1973)Situated Learning (1991)Situated Learning: Legitimate Peripheral Participation. (1994)Adolescents’ identity experiments on the internet (2005)GROOMING, GOSSIP, FACEBOOK AND MYSPACE (2008)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)A definition for gamification: anchoring gamification in the service marketing literature (2016)How gamification motivates: An experimental study of the effects of specific game design elements on psychological need satisfaction (2016)A systematic review of gamification in e-Health (2017)Emerging trends in gamification for clinical reasoning education: a scoping review (2025)
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References

  • 2001Understanding Information Systems Continuance: An Expectation-Confirmation Model18,741 cited
  • 2008Playing for Real998 cited
  • 2006Where Everybody Knows Your (Screen) Name: Online Games as "Third Places"902 cited
  • 2013Transforming homo economicus into homo ludens: A field experiment on gamification in a utilitarian peer-to-peer trading service687 cited
  • 2014A meta-analysis of serious digital games for healthy lifestyle promotion414 cited
  • 2008Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game366 cited

Cited by

  • 2019Evaluation of a virtual reality enhanced bullying prevention curriculum pilot trial112 cited
  • 2022Gaming elements, applications, and challenges of gamification in healthcare104 cited
  • 2021Play interventions for paediatric patients in hospital: a scoping review100 cited
  • 2016Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study62 cited
  • 2020Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review57 cited
  • 2017A Team-Based Online Game Improves Blood Glucose Control in Veterans With Type 2 Diabetes: A Randomized Controlled Trial56 cited
  • 2018A Prototype Exercise–Empowerment Mobile Video Game for Children With Cancer, and Its Usability Assessment: Developing Digital Empowerment Interventions for Pediatric Diseases56 cited

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  • 2020Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review54 cited
  • 2023The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review53 cited
  • 2020Meaningful gamification for psychological empowerment: exploring user affective experience mirroring in a psychological self-help system43 cited
  • 2023Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda28 cited
  • 2020Games and Health Education for Diabetes Control: A Systematic Review with Meta-Analysis28 cited
  • 2021Game Design in Mental Health Care: Case Study–Based Framework for Integrating Game Design Into Therapeutic Content28 cited
  • 2023Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review27 cited
  • 2018Evaluation of a Mobile Phone–Based Intervention to Increase Parents’ Knowledge About the Measles-Mumps-Rubella Vaccination and Their Psychological Empowerment: Mixed-Method Approach20 cited
  • 2019Mobile Apps for Post Traumatic Stress Disorder12 cited