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Published on in Vol 13 (2025)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/68151, first published .
Effectiveness of Gamification Interventions to Improve Physical Activity and Sedentary Behavior in Children and Adolescents: Systematic Review and Meta-Analysis

Effectiveness of Gamification Interventions to Improve Physical Activity and Sedentary Behavior in Children and Adolescents: Systematic Review and Meta-Analysis

Effectiveness of Gamification Interventions to Improve Physical Activity and Sedentary Behavior in Children and Adolescents: Systematic Review and Meta-Analysis

Authors of this article:

Min Wang1 Author Orcid Image ;   Jisheng Xu2 Author Orcid Image ;   Xulin Zhou2 Author Orcid Image ;   Xingchen Li3 Author Orcid Image ;   Yu Zheng1 Author Orcid Image

Journals

  1. Wei X, Huang L, Fu Z, Liu Q, Yu X, Zhao X, Luo R, Wang F, Xiao J, Xue J, Wang F, Tian X, Qiu S, Zhang M, Liu H. Digital Health Intervention Combined with Personalized Healthy Breakfast Guidance Improves Breakfast Behavior Among Chinese Young Adults: A Randomized Controlled Trial. Nutrients 2025;17(20):3219 View
  2. Tantiworrawit P, Thammavijaya P. A Design Thinking Approach to Developing an Innovative Board Game for Preventing Leptospirosis among Schoolchildren in Nan Province, Thailand. Outbreak, Surveillance, Investigation & Response (OSIR) Journal 2025;18(4):232 View
  3. Ramadan G, Sumaryanti S, Nugroho S. Virtual Reality and Gamification for Promoting Physical Activity in Children: A Systematic Review of Current Trends and Innovations. Physical Education Theory and Methodology 2026;26(1):46 View
  4. Lin Y, Mo C, Wei B. From immersion to burnout: anxiety mechanisms and pathways to motivational exhaustion in gamified health education. Frontiers in Public Health 2026;14 View
  5. Cnockaert P, Da Purificaçao J, Poncin W. Active strategies for children with obstructive sleep-disordered breathing: a systematic review and meta-analysis. Sleep Medicine 2026;142:108840 View
  6. Berry E, Sculthorpe N, Warner A, Sanal-Hayes N, Hayes L. Designing an mHealth App to Encourage Uptake of Muscle-Strengthening Exercise in Older Adults: Co-Design Focus Group Study. JMIR Aging 2026;9:e87332 View
  7. Li S, Liu G, Qiao L, Yu H, Zhang Y, Pei R, Lin Y, Ma H, Piao M. Design Requirements for Gamified Exercise Apps for Adults With Prehypertension Based on the Octalysis Framework and Self-Determination Theory: Qualitative Interview Study. JMIR Serious Games 2026;14:e86793 View
  8. Tabacchi G, Scardina A, Amato A, Giardina M, Accardi G, Di Liberto V, Giglia G, Vasto S, Frinchi M, Boffetta P, Mazzucco W, Bellafiore M. Digital Tools’ Effectiveness on Physical Activity Outcomes in Children and Adolescents: Umbrella Review. JMIR Public Health and Surveillance 2026;12:e75769 View
  9. Souza A, Lopes de Souza S, Santos M, Silva A, Silva K, Silva R, Silva J, Silva M, Silva É, Ferreira W, Arruda P, Carneiro A, Barros W. Non-immersive virtual reality games, sleep, and sedentary behavior in children. Frontiers in Sports and Active Living 2026;8 View
  10. Yang M, Guo Y, Li Z, Jiang L, Gao Y, Yang S, Zhou Z. A Gamified Mobile Health Intervention to Promote Physical Activity, Executive Function, and Mental Health in College Students: Randomized Controlled Trial. Journal of Medical Internet Research 2026;28:e82769 View
  11. Salami A, Papastylianou T, Adeoye M, Ronayne J, Bixby H, Stawski R, Fromson B, Doltis M, Mahmoud O, Di Cesare M. Is Gamification the New Panacea for Health Behavioral Changes? Implications for the Health and Life Insurance Industry. JMIR Serious Games 2026;14:e80684 View

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  1. Imran M, Chan G, Oyebode O, Moyer R, Orji R. Persuasive Technology. View

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  1. Scibetta L. Proceedings of the Extended Abstracts of the 2026 CHI Conference on Human Factors in Computing Systems. Supporting Young People Digital Awareness through Novel Interactive Systems View