IDEAS home Printed from https://ideas.repec.org/a/sae/sagope/v13y2023i4p21582440231218834.html
   My bibliography  Save this article

Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda

Author

Listed:
  • Alfonso D. Gajardo Sánchez
  • Luis R. Murillo-Zamorano
  • Joséà ngel López-Sánchez
  • Carmen Bueno-Muñoz

Abstract

This research aims to advance the understanding of gamification in health care management using a systematic review of the literature through a multiphase analysis. To do so, first, we extract the relevant bibliographic data for our research according to a methodology of data generation structured in six stages and a descriptive analysis oriented to the technical characterization of the data. Then, we codify all the information, identify the main attributes with the collaboration of two independent experts and check their validity using the evaluation of two focus groups of professionals in gamification and health care management. We found seven attributes: (1) health care users, (2) psychology, (3) behavior, (4) activities, (5) health field, (6) technology, and (7) gamification elements. Within each of these seven attributes, there are a series of main elements that are detailed in the following for each of them. (1) Health care users: their age and the role they play in the health system. (2) Psychology: cognition, positive and negative emotions. (3) Behavior: healthy behavior encouragement, such as compliance, collaboration and responsibility. (4) Activities: physical activity and food. (5) Health field: preventive medicine and chronic diseases. (6) Technology: cell phones. (7) Gamification elements: different elements, but the number of articles in which these elements and their interactions are studied in depth is limited. Our results point toward a promising present and future research agenda that is in parallel with the development of relevant fields for the sector, such as chronic diseases, health education and preventive medicine.

Suggested Citation

  • Alfonso D. Gajardo Sánchez & Luis R. Murillo-Zamorano & Joséà ngel López-Sánchez & Carmen Bueno-Muñoz, 2023. "Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda," SAGE Open, , vol. 13(4), pages 21582440231, December.
  • Handle: RePEc:sae:sagope:v:13:y:2023:i:4:p:21582440231218834
    DOI: 10.1177/21582440231218834
    as

    Download full text from publisher

    File URL: https://journals.sagepub.com/doi/10.1177/21582440231218834
    Download Restriction: no

    File URL: https://libkey.io/10.1177/21582440231218834?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. Hussein Haruna & Xiao Hu & Samuel Kai Wah Chu & Robin R. Mellecker & Goodluck Gabriel & Patrick Siril Ndekao, 2018. "Improving Sexual Health Education Programs for Adolescent Students through Game-Based Learning and Gamification," IJERPH, MDPI, vol. 15(9), pages 1-26, September.
    2. Alexandre Dolgui & Fabio Sgarbossa & Marco Simonetto, 2022. "Design and management of assembly systems 4.0: systematic literature review and research agenda," International Journal of Production Research, Taylor & Francis Journals, vol. 60(1), pages 184-210, January.
    3. Gustavo Scheffel Adornes & Raquel Janissek Muniz, 2019. "Collaborative technology and motivations: utilization, value and gamification," Innovation & Management Review, Emerald Group Publishing Limited, vol. 16(3), pages 280-294, June.
    4. Ana Manzano-León & Pablo Camacho-Lazarraga & Miguel A. Guerrero & Laura Guerrero-Puerta & José M. Aguilar-Parra & Rubén Trigueros & Antonio Alias, 2021. "Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education," Sustainability, MDPI, vol. 13(4), pages 1-14, February.
    5. Changjun Lee & Kyoungsun Lee & Daeho Lee, 2017. "Mobile Healthcare Applications and Gamification for Sustained Health Maintenance," Sustainability, MDPI, vol. 9(5), pages 1-12, May.
    6. Daniël Bossen & Monique Bak & Katja Braam & Manon Wentink & Jasmijn Holla & Bart Visser & Joan Dallinga, 2022. "Online and Offline Behavior Change Techniques to Promote a Healthy Lifestyle: A Qualitative Study," IJERPH, MDPI, vol. 19(1), pages 1-9, January.
    7. Koivisto, Jonna & Hamari, Juho, 2019. "The rise of motivational information systems: A review of gamification research," International Journal of Information Management, Elsevier, vol. 45(C), pages 191-210.
    8. Domenico, Giandomenico Di & Sit, Jason & Ishizaka, Alessio & Nunan, Daniel, 2021. "Fake news, social media and marketing: A systematic review," Journal of Business Research, Elsevier, vol. 124(C), pages 329-341.
    9. Miia Jansson & Jonna Koivisto & Minna Pikkarainen, 2020. "Identified opportunities for gamification in the elective primary fast‐track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals’ interviews," Journal of Clinical Nursing, John Wiley & Sons, vol. 29(13-14), pages 2338-2351, July.
    10. Verena Berger & Ulf Schrader, 2016. "Fostering Sustainable Nutrition Behavior through Gamification," Sustainability, MDPI, vol. 8(1), pages 1-15, January.
    11. Jihoon Kim & Darla M. Castelli, 2021. "Effects of Gamification on Behavioral Change in Education: A Meta-Analysis," IJERPH, MDPI, vol. 18(7), pages 1-13, March.
    12. Mullins, Jeffrey K. & Sabherwal, Rajiv, 2020. "Gamification: A cognitive-emotional view," Journal of Business Research, Elsevier, vol. 106(C), pages 304-314.
    13. Julius Sim & Jackie Waterfield, 2019. "Focus group methodology: some ethical challenges," Quality & Quantity: International Journal of Methodology, Springer, vol. 53(6), pages 3003-3022, November.
    14. Ruth S. Contreras-Espinosa & Alejandro Blanco-M, 2022. "A Literature Review of E-government Services with Gamification Elements," International Journal of Public Administration, Taylor & Francis Journals, vol. 45(13), pages 964-980, October.
    15. Olivia James & Paul Delfabbro & Daniel L. King, 2021. "A Comparison of Psychological and Work Outcomes in Open-Plan and Cellular Office Designs: A Systematic Review," SAGE Open, , vol. 11(1), pages 21582440209, January.
    16. Richard N. Landers & Elena M. Auer & Andrew B. Collmus & Michael B. Armstrong, 2018. "Gamification Science, Its History and Future: Definitions and a Research Agenda," Simulation & Gaming, , vol. 49(3), pages 315-337, June.
    17. Andrea Nigri & Elisabetta Barbi & Susanna Levantesi, 2022. "The relay for human longevity: country-specific contributions to the increase of the best-practice life expectancy," Quality & Quantity: International Journal of Methodology, Springer, vol. 56(6), pages 4061-4073, December.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Sharma, Wamika & Lim, Weng Marc & Kumar, Satish & Verma, Aastha & Kumra, Rajeev, 2024. "Game on! A state-of-the-art overview of doing business with gamification," Technological Forecasting and Social Change, Elsevier, vol. 198(C).
    2. Maria Elena Latino & Marta Menegoli & Fulvio Signore & Maria Chiara De Lorenzi, 2023. "The Potential of Gamification for Social Sustainability: Meaning and Purposes in Agri-Food Industry," Sustainability, MDPI, vol. 15(12), pages 1-18, June.
    3. Zhou, Fei & Lin, Youhai & Mou, Jian & Cohen, Jason & Chen, Sihua, 2023. "Understanding the dark side of gamified interactions on short-form video platforms: Through a lens of expectations violations theory," Technological Forecasting and Social Change, Elsevier, vol. 186(PB).
    4. Thomas, Nibu John & Baral, Rupashree & Crocco, Oliver S. & Mohanan, Swathi, 2023. "A framework for gamification in the metaverse era: How designers envision gameful experience," Technological Forecasting and Social Change, Elsevier, vol. 193(C).
    5. Hassan, Lobna & Dias, Antonio & Hamari, Juho, 2019. "How motivational feedback increases user’s benefits and continued use: A study on gamification, quantified-self and social networking," International Journal of Information Management, Elsevier, vol. 46(C), pages 151-162.
    6. Aubert, Alice H. & Schmid, Sara & Lienert, Judit, 2024. "Can online interfaces enhance learning for public decision-making? Eliciting citizens’ preferences for multicriteria decision analysis," European Journal of Operational Research, Elsevier, vol. 314(2), pages 760-775.
    7. Aguiar-Castillo Lidia & Rufo-Torres Julio & De Saa-Pérez Petra & Perez-Jimenez Rafael, 2018. "How to Encourage Recycling Behaviour? The Case of WasteApp: A Gamified Mobile Application," Sustainability, MDPI, vol. 10(5), pages 1-20, May.
    8. Behl, Abhishek & Jayawardena, Nirma & Bhardwaj, Shikha & Pereira, Vijay & del Giudice, Manlio & Zhang, Justin, 2024. "Examining the failure of gamification in implementing innovation from the perspective of problematization in the retail sectors of emerging economies," Technovation, Elsevier, vol. 129(C).
    9. Yen, Barbara T.H. & Mulley, Corinne & Meza, Gerardo, 2023. "Exploring the attitudes and perceptions influencing user participation in gamification schemes for TDM," Research in Transportation Economics, Elsevier, vol. 99(C).
    10. Yadav, Rambalak & Giri, Arunangshu & Chatterjee, Satakshi, 2022. "Understanding the users' motivation and barriers in adopting healthcare apps: A mixed-method approach using behavioral reasoning theory," Technological Forecasting and Social Change, Elsevier, vol. 183(C).
    11. Ivanov, Dmitry & Dolgui, Alexandre & Sokolov, Boris, 2022. "Cloud supply chain: Integrating Industry 4.0 and digital platforms in the “Supply Chain-as-a-Service”," Transportation Research Part E: Logistics and Transportation Review, Elsevier, vol. 160(C).
    12. Arghya Ray & Muskan Jain & Lan Ma & Khalid Hussain Alhamzi & Ananya Ray & Long She, 2024. "The impact of personality traits, barriers and gamification on Gen X continuance intention for mobile credit bill payment apps," Journal of Financial Services Marketing, Palgrave Macmillan, vol. 29(3), pages 1154-1174, September.
    13. Zhuoyao Cui & Haochen Yang, 2023. "From Game Elements to Active Learning Intentions: Exploring the Driving Factors in Digital Learning Platforms," SAGE Open, , vol. 13(4), pages 21582440231, November.
    14. Zeinab Shahbazi & Yung-Cheol Byun, 2022. "NLP-Based Digital Forensic Analysis for Online Social Network Based on System Security," IJERPH, MDPI, vol. 19(12), pages 1-14, June.
    15. Xia, Huosong & Wang, Yuan & Zhang, Justin Zuopeng & Zheng, Leven J. & Kamal, Muhammad Mustafa & Arya, Varsha, 2023. "COVID-19 fake news detection: A hybrid CNN-BiLSTM-AM model," Technological Forecasting and Social Change, Elsevier, vol. 195(C).
    16. Anna Muro & Iván Bonilla & Claudia Tejada-Gallardo & María Paola Jiménez-Villamizar & Ramon Cladellas & Antoni Sanz & Miquel Torregrossa, 2022. "The Third Half: A Pilot Study Using Evidence-Based Psychological Strategies to Promote Well-Being among Doctoral Students," IJERPH, MDPI, vol. 19(24), pages 1-16, December.
    17. Chirag Arora & Maryam Razavian, 2021. "Ethics of Gamification in Health and Fitness-Tracking," IJERPH, MDPI, vol. 18(21), pages 1-19, October.
    18. Jan HG Klabbers, 2018. "On the Architecture of Game Science: A Rebuttal," Simulation & Gaming, , vol. 49(3), pages 356-372, June.
    19. Elena Bakhanova & Jaime A. Garcia & William L. Raffe & Alexey Voinov, 2023. "Gamification Framework for Participatory Modeling: A Proposal," Group Decision and Negotiation, Springer, vol. 32(5), pages 1167-1182, October.
    20. Pilar Martín-Hernández & Marta Gil-Lacruz & Ana I. Gil-Lacruz & Juan Luis Azkue-Beteta & Eva M. Lira & Luis Cantarero, 2021. "Fostering University Students’ Engagement in Teamwork and Innovation Behaviors through Game-Based Learning (GBL)," Sustainability, MDPI, vol. 13(24), pages 1-16, December.

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:sae:sagope:v:13:y:2023:i:4:p:21582440231218834. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: SAGE Publications (email available below). General contact details of provider: .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.