Published on in Vol 13 (2025)

Preprints (earlier versions) of this paper are available at https://preprints.jmir.org/preprint/69510, first published .
The Impact of Gamified Interventions on the Management of Chronic Obstructive Pulmonary Disease: Systematic Literature Review

The Impact of Gamified Interventions on the Management of Chronic Obstructive Pulmonary Disease: Systematic Literature Review

The Impact of Gamified Interventions on the Management of Chronic Obstructive Pulmonary Disease: Systematic Literature Review

Review

1Department of Public Administration, Law School, Hangzhou City University, Hangzhou, China

2School of Public Affairs, Zhejiang University, Hangzhou, China

3National Institute for Health Innovation, University of Auckland, Auckland, New Zealand

4Research Center for Tobacco Control, Zhejiang University and Research Center for Digital Health Theory and Management, ZJU National Health Big Data Institute, Center for Tobacco Control Research, Zhejiang University School of Medicine, Zhejiang University, Hangzhou, China

5School of Nursing, College of Medicine, Dali University, Dali, China

6Tencent IEG Social Value Exploration Center, Shenzhen, China

7China Taiping Insurance Group Ltd., Shanghai, China

Corresponding Author:

Christopher Bullen, PhD

National Institute for Health Innovation

University of Auckland

28 Park Ave.

Grafton

Auckland, 1023

New Zealand

Phone: 64 93737599

Email: c.bullen@auckland.ac.nz


Background: Chronic obstructive pulmonary disease (COPD) requires consistent sustained management, including regular physical activity, pulmonary rehabilitation, and self-care adherence. Despite strong clinical guidelines, patient engagement remains a major challenge, leading to suboptimal disease control and increased health care use. Gamified interventions have emerged as potential tools to improve adherence, motivation, and outcomes in chronic disease management. However, their effectiveness and implementation in COPD remain underexplored.

Objective: This review synthesizes current evidence on gamified interventions for COPD management to evaluate their effectiveness, focusing on patient engagement, physical outcomes, and quality of life.

Methods: We conducted a systematic search in PubMed, Scopus, Web of Science, Embase, IEEE Xplore, Cochrane Library, and China National Knowledge Infrastructure for studies published from January 2014 to October 2024. Only original studies involving trials (both randomized controlled trials [RCTs] and non-RCTs), intervention studies, feasibility studies, cross-sectional surveys, or qualitative studies were included.

Results: A total of 29 studies met the inclusion criteria: 11 (38%) RCTs; 7 (24%) pilot studies; 5 (17%) observational studies (including qualitative studies); and 6 (21%) other studies using gamified technologies such as virtual reality, exergames, and mobile apps. Compared to nongamified methods, gamified interventions provided an engaging, home-based alternative for COPD management, supporting long-term rehabilitation. Gamification features such as real-time feedback, adaptive challenges, and personalized goals increased patient adherence and motivation, with high engagement seen in virtual reality and exergame-based interventions, and showed notable improvements in COPD management, enhancing exercise tolerance, self-management, and symptom control. However, most of the studies (22/29, 76%) were of short duration, with small sample sizes.

Conclusions: Gamified COPD management tools offer flexibility and empower patients to self-manage their condition, potentially reducing the need for clinic visits. Gamified interventions show promise in COPD management, although current studies have methodological limitations. Future research should focus on conducting larger trials to assess the sustained impact of gamified interventions on COPD outcomes; developing culturally relevant adaptations to enhance the global applicability of these interventions; and collaborating with patients, clinicians, and game developers to make the interventions more engaging and effective.

JMIR Serious Games 2025;13:e69510

doi:10.2196/69510

Keywords



Background

Chronic obstructive pulmonary disease (COPD) is a progressive, irreversible respiratory condition characterized by persistent airflow limitation, which collectively reduces patients’ physical capabilities and impairs their quality of life (QoL). COPD affects >300 million individuals worldwide and ranks as the third leading cause of death, underscoring an urgent need for innovative, accessible management solutions [1]. COPD management typically focuses on symptom alleviation and preventing disease progression through pulmonary rehabilitation (PR; defined as a multidisciplinary, evidence-based intervention for chronic respiratory diseases such as COPD, combining exercise training, education, and behavioral therapy to reduce symptoms, improve physical and psychological well-being, and enhance long-term health behaviors), pharmacological interventions, and behavior modification (such as smoking cessation and dietary change) [1]. However, adherence to these programs is often low, due in part to a lack of patient engagement, access barriers, and the need for long-term ongoing use of the interventions [2]. Recent advances in digital health, particularly gamified interventions, show promise to enhance adherence and self-management in patients with COPD by incorporating engaging, game-like elements into COPD management programs.

Gamification in health care, defined as using game design elements in nongame contexts, is emerging as a valuable tool in managing chronic diseases, particularly in PR and home-based COPD management [3]. Gamified interventions leverage mechanisms such as rewards, competitive elements, real-time feedback, and immersive virtual environments to enhance motivation; foster active participation; and sustain adherence, particularly to exercise-focused regimens [4]. Recent systematic reviews indicate that gamified eHealth interventions can improve physical activity levels in adults with chronic diseases and significantly enhance physical outcomes, adherence, and QoL [1,5]. In COPD, where symptoms often lead to a sedentary lifestyle, these elements can provide a sense of accomplishment and motivation, addressing common barriers to physical activity and rehabilitation.

A systematic review by Chang et al [5] highlighted the potential of gamified interventions to enhance exercise endurance and QoL among patients with COPD, especially those incorporating telemonitoring, web-based tools, and virtual reality (VR). VR as a vehicle for PR has a growing evidence base; for example, Liu et al [2] conducted a meta-analysis to explore VR’s role in COPD management and found that VR-assisted PR can improve lung function and exercise capacity. By making exercise engaging and immersive, delivery via VR potentially mitigates the monotony associated with traditional exercise–focused PR, encouraging regular participation and improving outcomes. In addition, a systematic review and meta-analysis by Obrero-Gaitán et al [3] found supportive evidence for the effectiveness of VR-based PR in COPD, reporting significant improvements in physical performance and mobility.

Such immersive, game-like platforms not only aid in physical rehabilitation but also enhance patient engagement. In a scoping review, Dalko et al [6] found supportive evidence for VR in rehabilitation for patients recovering from post–COVID-19 condition who had chronic respiratory problems [6]. These findings support the idea that VR’s engaging nature may appeal to patients with COPD facing similar challenges of motivation and compliance.

Objectives

While these studies found promising results, most gamified interventions are in the early stages of development. As the recent systematic reviews highlight, there is a need for larger, long-term rigorous studies to validate their effectiveness, cost-effectiveness, acceptability, and sustained use for different populations. This review synthesizes existing literature to assess the impact of gamified interventions on COPD management and PR, focusing not only on physical outcomes and QoL improvements but also on engagement and adherence. By consolidating these findings, this study aims to provide a comprehensive understanding of gamification’s potential role in enhancing care for patients with COPD.


Overview

The primary objective of this study was to systematically review and evaluate the impact of gamified interventions on the management of COPD, including PR. Specifically, this study aimed to assess how gamification influences key outcomes in COPD management, such as patient adherence to treatment regimens, physical activity, symptom management, and QoL. In addition, we sought to assess the accessibility, usability, and patient satisfaction associated with these interventions, considering whether gamification supports long-term behavior change and self-management. By synthesizing findings from recent studies, this study aimed to provide valuable insights into the current evidence, limitations, and the potential of gamified approaches in enhancing COPD care, as well as to offer recommendations for future research directions in this emerging area of digital health.

Search Strategy

The search strategy targeted studies on gamified interventions for COPD management, emphasizing recent advancements over the past 10 years (January 2014-October 2024) to maintain relevance in this rapidly evolving field. We searched 7 databases—PubMed, Scopus, Web of Science, Embase, IEEE Xplore, Cochrane Library, and China National Knowledge Infrastructure—capturing a broad range of research in biomedical and digital health.

The search terms in Table 1 were identified for 3 domains: “chronic obstructive pulmonary disease,” “gamification,” and “condition management” as well as “rehabilitation,” with terms within each domain connected by the Boolean operator “OR” and domains linked by “AND.” Detailed search strategies for each database are shown in Multimedia Appendix 1.

The searches included studies published in English and Chinese to capture a more global perspective than reviews relying solely on English-language databases. Boolean operators were used to ensure comprehensive coverage, and all retrieved studies were imported into EndNote 20 (Clarivate) to facilitate screening, deduplication, and data extraction.

Table 1. Search domains and terms.
DomainsSearch terms
Chronic obstructive pulmonary disease“Chronic Obstruct* Pulmon* Disease” OR “COPD” OR “Pulmon* Disease, Chronic Obstruct*” OR “Chronic Bronchit*” OR “Emphysem*” OR “Respirator* Disease” OR “Pulmon* Disorder”
Gamification“Gamif*” OR “Game-based” OR “Serious Game*” OR “Gaming” OR “Digital Game*” OR “Health Game*” OR “Game Mechanic*” OR “Mobile Game*” OR “Interactive Game*” OR “Exergame*” OR “Behavioral Gamif*” OR “Virtual Reality” OR “Augmented Reality”
Condition management“Self-Manage*” OR “Self-Care” OR “Disease Manage*” OR “Chronic Disease Manage*” OR “Symptom Monitor*” OR “Pulmon* Rehab*” OR “Pulmon* Rehabilitat*” OR “Exacerbat* Prevent*” OR “Patient Engage*” OR “Patient Adher*” OR “Treat* Adher*” OR “Health Monitor*” OR “Behavior* Change” OR “Behaviour* Change” OR “Condition Manage*” OR “Clinical Monitor*” OR “Intervent* Manage*”

Inclusion and Exclusion Criteria

Inclusion criteria were as follows: (1) languages—studies published in English and Chinese were included to capture a breadth of global research; (2) duration—publications from the last 10 years (January 2014-October 2024) were included to reflect recent advances in gamification and digital health; and (3) study types—only original studies involving trials (both randomized controlled trials [RCTs] and non-RCTs), intervention studies, feasibility studies, cross-sectional surveys, or qualitative studies were included. Studies published solely as protocols or conference proceedings were excluded due to limited information on outcomes and intervention efficacy. Studies that did not incorporate gamification elements and those not addressing COPD as the primary health condition were also excluded.

Data Extraction and Analysis

Data extraction and analysis were conducted in accordance with the PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) 2020 guidelines to ensure thorough and transparent reporting [7]. The PRISMA checklist is presented in Multimedia Appendix 2. Using a standardized data extraction form, 2 independent reviewers extracted relevant information from each study, reducing the risk of bias and enhancing data reliability. Key data collected included study design, sample size, population characteristics, intervention details (such as the type of gamification, platform, and duration), outcomes (eg, physical function, adherence, engagement metrics, and QoL), and any limitations reported. Multimedia Appendix 3 provides the template used for the data extraction and analysis form. Data on primary and secondary outcomes—such as physical activity levels, lung function, and QoL metrics—were specifically targeted to assess the effectiveness of gamified interventions in COPD management. A third reviewer addressed any discrepancies between the 2 primary reviewers. Once extracted, data were tabulated and summarized to facilitate cross-study comparisons. Given the diversity in gamification strategies and outcome measures, a narrative synthesis approach was used to identify common themes, potential correlations, and patterns across studies. Each study’s methodological quality and risk of bias were assessed using criteria aligned with the PRISMA guidelines. The risk-of-bias assessment was conducted using a qualitative approach, given the diverse study designs (both RCTs and non-RCTs) included in this review. For each study, the review evaluated methodological limitations and potential sources of bias, including risk-of-bias assessment, risk-of-bias findings, and limitations. The assessment framework considered several key domains that could potentially influence study validity: randomization procedures (eg, control group presence and characteristics, as well as blinding methods), sample characteristics (eg, sample size adequacy, dropout rates, and selection procedures), and implementation quality (eg, study duration, follow-up assessment, and intervention adherence). On the basis of these criteria, studies were classified as low risk, moderate risk, or high risk.


Summary of Included Studies

The study identified 29 studies published between January 2014 and October 2024 that investigated the impact of gamified interventions on COPD management. The studies examined a range of gamification approaches, including VR-based rehabilitation, mobile apps, and digital games designed to enhance patient engagement, physical activity, or symptom management. Multimedia Appendix 4 [8-36] provides a detailed summary of the data extraction and analysis for each included study. The PRISMA flowchart (Figure 1) outlines the study selection process.

Figure 1. PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) flow diagram showing the number of studies identified, screened, assessed for eligibility, and included in the final analysis. CNKI: China National Knowledge Infrastructure; COPD: chronic obstructive pulmonary disease.

Study Designs and Settings

Most of the studies (10/29, 35%) were RCTs, reflecting the focus on evaluating intervention effectiveness [8,9]. Sample sizes ranged from small-scale feasibility trials with as few as 4 participants to larger studies with up to 106 participants [10,11]. Intervention durations varied substantially from single sessions to long-term studies lasting more than a year. Settings varied widely, including clinical, home-based, and hybrid models, with home-based approaches being common for virtual and gamified interventions [12,13].

Table 2 provides a summary of the study design, setting, sample size, and intervention duration for each reviewed study, capturing the diversity in research approaches across this field.

Table 2. Overview of study designs and settings.
StudyStudy designSettingSample size, nIntervention duration
Tabak et al [8], 2014Pilot RCTaHospital and primary care physiotherapy practices, Enschede, Netherlands299 mo
Mazzoleni et al [14], 2014RCTAuxilium Vitae Rehabilitation Center, Volterra, Italy403 wk
Kotrach et al [15], 2015Pilot RCTMount Sinai Hospital, Montreal, Canada123-6 h of individualized training, with follow-up at home
Hoaas et al [12], 2016Mixed methods pilot studyHome-based with telemonitoring, Norway102 y
LeGear et al [16], 2016Randomized, within-participant crossover trialSt. Paul’s Hospital, Vancouver, Canada10Single session with two 15-min exercise interventions
Liu et al [17], 2016Cross-sectional observational studyCIRO, Horn, Netherlands61b
Bamidis et al [18], 2017Multilevel intervention projectEUc-funded multisite studyData not explicitly provided (ongoing multicenter trials)3 y
Burkow et al [19], 2018Feasibility studyVirtual group-based home setting106 wk
De Las Heras et al [20], 2018Qualitative study with focus groups and semistructured interviewsAarhus University Hospital, Denmark; and Oulu University Hospital, Finland13
Parent et al [21], 2018Pilot feasibility studySupervised hospital setting in Montreal, Canada14Single 30-min session
Rutkowski et al [22], 2019RCTHospital-based pulmonary rehabilitation (stationary)6814 d
Sutanto et al [23], 2019RCTOutpatient clinic in Dr Moewardi Hospital, Surakarta, Indonesia236 wk
Jung et al [13], 2020Mixed methods studyHome-based rehabilitation, South and West Cumbria, United Kingdom108 wk
Rutkowski et al [11], 2020RCTSpecialist hospital in Głuchołazy, Poland1062 wk
Tu et al [24], 2020Pilot feasibility studyHome-based (in-laboratory demonstration using smartwatch, smartphone, and VRd headset)Proof-of-concept demonstration; no specific patient sample size indicatedDemonstration sessions lasted 2-5 min
Rutkowski et al [9], 2021RCTSpecialist hospital in Głuchołazy, Poland502 wk (10 VR sessions)
Simmich et al [25], 2021Qualitative study with semistructured interviewsPulmonary support groups in Brisbane, Australia19NR (single interview session per participant)
Simmich et al [26], 2021Pilot RCTHome-based intervention, Brisbane, Australia183 wk
Baxter et al [27], 2022Mixed methods randomized usability studyUrban locations in southeast Queensland, Australia24Single session (3 inspirations using each device)
Oberschmidt et al [28], 2022Qualitative study using interviewsPhysiotherapy office in the Netherlands76 mo
Finkelstein et al [29], 2023Mixed methods randomized usability studyIcahn School of Medicine at Mount Sinai, New York, United States9Single session of using the VR app
Gabriel et al [30], 2023Mixed methods quantitative and qualitative assessmentsIcahn School of Medicine at Mount Sinai, New York, United States18Single session using the VR app
Gabriel et al [31], 2023Qualitative study with semistructured interviewsHome-based, conducted virtually9Single session
Pancini et al [32], 2023RCTIRCCS INRCA, ItalyNot reported (study is in planning phase)2 wk (four 20-min sessions)
Pardos et al [33], 2023Methodology and pilot designRemote care platforms for chronic disease managementPilot system; no specific patient sample provided
Colombo et al [34], 2024Single-group pilot studyIn-hospital rehabilitation program, Italy142 wk, with 20-min sessions, twice daily
Jin et al [35], 2024RCTThe First Affiliated Hospital of Soochow University, China806 wk
Kizmaz et al [36], 2024RCTHospitalized patients at Pamukkale University Health Research and Application Centre, Turkey50Until discharge from hospital
McAnirlin et al [10], 2024Proof of concept, mixed methodsParticipants’ homes in upstate South Carolina, United States44 mo

aRCT: randomized controlled trial.

bNot applicable.

cEU: European Union.

dVR: virtual reality.

Types and Characteristics of Gamified Interventions

The reviewed studies applied various gamified interventions to support COPD management, ranging from VR programs to wearable activity trackers. Platforms included VR headsets, gaming consoles, and smartphone apps, each incorporating gamification elements such as motivational cues, real-time feedback, and rewards for progress [8,14,15]; for example, the Condition Coach COPD telehealth program used wearable devices and daily feedback tailored by physiotherapists [8], while BreathCoach provided real-time biofeedback for respiratory exercises [24].

Several interventions offered individualized tailoring to enhance relevance and usability, adapting exercise intensity or integrating patient preferences into their design. Integration with health care systems varied, with some interventions offering telemonitoring and health care provider supervision, such as the SmokeFreeBrain project [18]. Table 3 shows the details of the interventions, the platform, game elements, details of tailoring if included, and integration with health care.

Table 3. Summary of intervention characteristics.
StudyInterventionTypePlatform or technology usedGame elementsTailoringIntegration with health care
Tabak et al [8], 2014Condition Coach COPD telehealth programMotivational cuesWearable device, smartphone app, and web-based portalMotivational cues and daily feedbackExercise schemes tailored by physiotherapistsIntegrated with primary and secondary care; health care professionals monitored progress
Mazzoleni et al [14], 2014Exergaming with Nintendo WiiExergames using Nintendo Wii Fit PlusNintendo Wii and Wii Balance BoardReal-time feedback and visual and auditory cuesExercise intensity adjusted by physiotherapistSupervised by health care professionals
Kotrach et al [15], 2015Virtual game system for home exerciseExergames using Nintendo Wii Fit UNintendo Wii Fit U11 prevalidated games, with real-time feedback on performanceIndividualized training sessions based on patient needsMonitored by physiotherapists during in-hospital and home training
Hoaas et al [12], 2016Telerehabilitation programTelerehabilitation via self-management and telemonitoringTreadmill, pulse oximeter, and iPad with a web page for telemonitoringRegular feedback and remote supportIndividually tailored exercise programWeekly videoconferencing sessions with a physiotherapist
LeGear et al [16], 2016Nintendo Wii-based exerciseExergame using EA Sports Active on Nintendo WiiNintendo Wii with SenseWear ArmbandPhysical activities, including marching, dancing, and punchingExercise intensity adjusted based on perceived exertionNRa
Liu et al [17], 2016GRAILbNR; focus on GRAIL technology and 6MWTcGRAIL, 3D motion capture, and VRd treadmillVR environment used to simulate walking conditionsNot personalized beyond adjusting walking paceNR
Bamidis et al [18], 2017SmokeFreeBrainSmoking cessation intervention using gamified apps, mini-games, and social mediaGamification app, neurofeedback, social media, mobile SMS text messaging, and pharmacological interventionsTasks, goals, achievements (eg, “Crushing cigarettes” game, breathing control, and exercise gamification)Interventions customized by demographic and geographic needsPublic health campaigns, electronic health records, and open data integration
Burkow et al [19], 2018Virtual group intervention for behavior changeVirtual group exercise with follow-along videos and exercise diariesTablet-based appVirtual group status, rewards, and exercise diarySelf-chosen individual exercisesPeer group exercises combined with remote support
De Las Heras et al [20], 2018ARe glassesUse of AR glassesLaster WAVƎ AR glassesVisual and audio guidance during exercisesAdjustable brightness, head fixation, and interface improvementsRemote communication and feedback
Parent et al [21], 2018High-intensity active video gameHigh-intensity exergamesKinect motion capture (Xbox One) and Shape Up gameRepetitive exercise mini-gamesAdjustments to exercise difficultyNR
Rutkowski et al [22], 2019VR training programVirtual rehabilitation using Kinect-based motion trainingXbox 360 Kinect system and Kinect Adventures! gameAvatar-based mini-games involving rafting, ball hitting, and roller coaster ridingVR exercises tailored for each patientIntegrated into a structured pulmonary rehabilitation program
Sutanto et al [23], 2019Videogame-assisted exercise trainingWii Fit–based exercise trainingWii Fit balance board and television systemYoga, strength training, aerobic exercises, feedback system, and virtual trainerIndividualized program with game duration, difficulty, and scores recordedIntegrated into a hospital-based outpatient exercise program
Jung et al [13], 2020VR pulmonary rehabilitation programVR-supported pulmonary rehabilitationVR headset (Pico Goblin) and pulmonary rehabilitation in VR app3D avatars, educational modules, and immersive experienceExercises tailored to severity level (MRCf breathlessness scale level 4 or 5) of patient with COPDgReal-time remote monitoring of heart rate and oxygen saturation
Rutkowski et al [11], 2020VR rehabilitation for COPDVR-based rehabilitation using Xbox Kinect and Kinect Adventures! softwareXbox 360, Kinect, and Kinect Adventures!Mini-games involving rafting, ball hitting, dynamic balance, and coordinationExercises adapted to patients’ abilitiesSupervised by physiotherapists; heart rate monitored
Tu et al [24], 2020BreathCoachVR-assisted biofeedback breathing training using RSA-BThSmartphone, smartwatch (Empatica E4), and VR viewer (Google Cardboard)Breathing control, interactive VR environments, avatars, and real-time biofeedbackDynamic adjustment of breathing patterns based on real-time physiological dataNR
Rutkowski et al [9], 2021Immersive VR therapyImmersive VR therapyVR TierOne deviceVirtual therapeutic garden and metaphoric health recoveryEmotional balance recovery and mood improvementSupervised by therapists
Simmich et al [25], 2021Wearable technology and video gamesAVGsiWearable activity trackers, smartphones, and AVGs such as Wii and Xbox KinectAVGs and wearable trackersNRData shared with clinicians for feedback and improved clinical care
Simmich et al [26], 2021AVG for physical activityAVG focusing on physical activitiesSmartphone app with Fitbit integrationSingle-player and multiplayer modes, progress tracking, and rewards for completing exercisesPlayers selected difficulty levels for each exerciseClinicians monitored progress via a web interface
Baxter et al [27], 2022Virtual respiratory therapyVirtual incentive spirometry via smartphone appQUT Inspire app and smartphoneVisual rewards, breath timer, and inspiration counterAdjustable microphone sensitivity and text or video instructionsNR
Oberschmidt et al [28], 2022Exergame for COPD treatmentExergame used as part of physiotherapy treatmentTelevision screen with motion-sensing cameraAudiovisual feedback during exercises and score trackingFeedback based on exercise accuracy and adjustable difficulty levelsIntegrated into routine physiotherapy treatment
Finkelstein et al [29], 2023VR app for pulmonary rehabilitationVR educational appOculus Quest 2Interactive educational modules, MCQsj, and visual feedbackSimplified user interface with preset controls for ease of useNR
Gabriel et al [30], 2023VR-based system for pulmonary rehabilitationVR-based system for pulmonary rehabilitationOculus Quest 2Educational modules, MCQs, and guided exercisesSimplified interface, single-button navigation, and custom instructionsNR
Gabriel et al [31], 2023VR-based system for pulmonary rehabilitationVR-based exercise app for pulmonary rehabilitationVR headset and controllersInteractive guided exercises and visual feedbackSimplified controls and visual guidance for exercisesFocused on self-management
Pancini et al [32], 2023Overcoming COPDVR-based relaxation combined with savoring strategiesVR headset with immersive natural scenariosNarrated virtual walks, visual and audio feedback, and positive emotion amplificationPersonalized savoring exercisesIncorporated into standard pulmonary rehabilitation
Pardos et al [33], 2023Remote monitoring and gamification platformPersonalized coaching with exergames and mental health gamesSmartphone app, smartwatches, and Bluetooth-enabled devicesCredit-based system, scores, rewards, and health recommendationsCustomized recommendationsIntegration with PHRk and third-party apps
Colombo et al [34], 2024VR endurance trainingSemi-immersive VR cycling in a virtual park environmentCycle ergometer, pulse oximeter, and wide screen projectionVisual feedback, real-time cycling metrics, and first-person navigationExercise intensity based on baseline conditionsContinuous supervision by physiotherapists
Jin et al [35], 2024Somatosensory interactive gameSomatosensory interactive games involving arm movements for exerciseMotion-based games: Kitchen Sharp Knife, Swimming Master, and Table Tennis MasterReal-time visual feedback and engaging tasksPatients adjusted exercise based on comfort levelIntegrated with physiotherapist-supervised pulmonary rehabilitation programs
Kizmaz et al [36], 2024VR for COPD exacerbationVR cycling simulation in the forest combined with pulmonary rehabilitationOculus Quest 2Immersive cycling simulation in a forest environmentNRIntegrated with pulmonary rehabilitation sessions, supervised by physiotherapists
McAnirlin et al [10], 2024Nature-based VR experiencesNature-based VR experiencesOculus Quest 2Cocreated 360-degree videos of personalized, nature-based scenesPersonalized VR based on participants’ outdoor memories NR

aNR: not reported.

bGRAIL: Gait Real-time Analysis Interactive Lab.

c6MWT: 6-minute walk test.

dVR: virtual reality.

eAR: augmented reality.

fMRC: Medical Research Council.

gCOPD: chronic obstructive pulmonary disease.

hRSA-BT: respiratory sinus arrhythmia biofeedback-based breathing training.

iAVG: active video game.

jMCQ: multiple-choice question.

kPHR: personal health record.

Effectiveness of Gamified Interventions

Gamified interventions showed positive impacts on COPD management outcomes, particularly in improving exercise tolerance and physical fitness; for instance, Mazzoleni et al [14] found a significant increase in 6-minute walk test distance among participants using exergames, with the experimental group improving by 97.4 meters. Similarly, Rutkowski et al [11] observed increased exercise performance in the VR groups compared to the traditional exercise group, as shown in Table 4.

Regarding behavioral outcomes, gamified interventions were effective in increasing motivation and adherence to exercise; for example, LeGear et al [16] noted high participant enjoyment and engagement with Wii-based exergames, enhancing exercise adherence. Furthermore, Hoaas et al [12] reported long-term adherence to telerehabilitation, showing improved self-management and coping skills among patients with COPD.

QoL improvements were also observed, with several interventions enhancing emotional well-being and reducing anxiety; for example, Pancini et al [32] reported reduced anxiety and stress in participants using VR relaxation interventions, contributing to overall QoL. Such findings suggest that gamified approaches can not only support physical health but also promote psychological resilience and well-being in patients with COPD [8,13].

Table 4. Effectiveness of gamified chronic obstructive pulmonary disease (COPD) interventions.
StudyEffectiveness resultsBehavioral outcomesQoLa improvements
Tabak et al [8], 2014Exacerbations: telehealth group=33 (median 2.0, IQR 1.0-3.0); hospitalizations: telehealth group=4 (median 5.5, IQR 4.8-6.3) d, CGb=5 (median 7.0, IQR 6.0-7.0) d; QoL (EQ-5D VASc): telehealth group=72.3, CG=62.4; no statistically significant difference in clinical outcomes between groupsImproved self-management of exacerbations (86.4% diary adherence)EQ-5D VAS score: telehealth group—from 64.7 (baseline) to 72.3 (3 mo); CG—from 65.0 (baseline) to 62.4 (3 mo); CCQd score: telehealth group—from 2.0 (baseline) to 1.8 (3 mo)
Mazzoleni et al [14], 20146MWTe: EGf=+97.4 m, CG=+61.1 m (P=.03); TDIg score: EG=3.9, CG=2.2 (P<.001); SGRQh score: EG=−10.8, CG=−12.7 (P=.66); significant improvement in 6MWT and dyspnea for EG compared to CGImproved patient motivation and engagement in EGSGRQ score improved
Kotrach et al [15], 2015Exercise tolerance (6MWDi), heart rate, and oxygen saturation monitored; mean 6MWD was 306 (SD 81) m at baseline; preliminary results showed that participants could maintain exercise training after PRj using VGSkDyspnea and leg discomfort increased, indicating exertion during exerciseNot reported in the preliminary findings
Hoaas et al [12], 2016Average adherence: 43.3% for daily diary, 56.2% for exercise training; no dropouts; long-term adherence despite motivational challengesParticipants reported better self-management and coping with COPDReported improved health and increased capacity for daily activities
LeGear et al [16], 2016Energy expenditure: Wii group (mean 353.5, SD 134.1 J) vs treadmill group (mean 317.1, SD 105.2 J), mean difference 36.3 J (95% CI 31.4 to 104); heart rate: Wii group (mean 112.5, SD 13.2 bpm) vs treadmill group (mean 112.7, SD 10.2 bpm), mean difference −0.167 (95% CI −4.83 to 4.50); no significant difference in energy expenditure, heart rate, or perceived exertion between Wii and treadmill groupsParticipants reported enjoyment and perceived feasibility of Wii exercises at homeNot specifically reported in this study
Liu et al [17], 2016Patients with COPD walked 27.5 m less on GRAILl vs overground 6MWT (P<.001); healthy older adults walked 23.6 m more on GRAIL (P<.001); GRAIL showed good reproducibility for both groups: ICCm of 0.80 for patients with COPD (95% CI 0.61 to 0.89) and 0.65 for healthy older adults (95% CI 0.05 to 0.86)Improved reproducibility and patient engagement with virtual environment for patients with COPDNo QoL data reported
Bamidis et al [18], 2017Efficacy of PSAsn, e-cigarette interventions, and neurofeedback protocols; expected positive impacts on reducing smoking among groups considered high riskIncreased adherence to smoking cessation interventions using gamification and ICToExpected improvements in smoking-related morbidity and mortality rates
Burkow et al [19], 2018Increase in physical activity from 2.9 to 5.9 sessions per wk during the program; 77% adherence to group exercisesPositive impact on motivation to engage in physical activityImproved well-being and mood reported
De Las Heras et al [20], 2018Positive perception of ARp glasses, particularly ease of use and exercise guidance; patients saw value in the AR glasses for telerehabilitation, although some found them heavyMotivation to use AR glasses for physical exercise and rehabilitationNRq
Parent et al [21], 2018Peak minute ventilation (36.8 L/min in squatting game) and peak METsr (4.4 in squatting game); high-intensity games met exercise guidelines; Borg scores for leg exertion (13-14)High perceived enjoyment and willingness to engage in home-based rehabilitationQoL not directly measured
Rutkowski et al [22], 2019Improved physical fitness as measured by the SFTs; significant within-group improvements (P<.05) in SFT (sit and reach test: from 0.0 to 0.7, 6MWT: from 494.9 to 469.9)VRt group showed enhanced motivation and adherenceNR
Sutanto et al [23], 20196MWD, dyspnea (TDI), and health-related QoL (SGRQ); 6MWD improved significantly (EG—from 376.6 to 420.0 m; P<.001; CG—from 410.7 to 477.5 m; P<.001), without any difference between groupsNRSignificant SGRQ score reduction in both groups (EG—from 57.7 to 30.6; P<.05; CG—from 54.1 to 29.4; P<.05), without any difference between groups
Jung et al [13], 2020Improved compliance, physical health (mobility and flexibility), and psychological well-being; significant improvement in patients’ physical function, along with reduced anxiety and depressionIncreased confidence and motivation to exerciseImproved self-reported health-related QoL
Rutkowski et al [11], 2020Significant improvement in SFT (arm curl, chair stand, and 6MWT; P<.05); ETu+VR superior to ET (eg, 6MWT: ET+VR=+39.11 m, ET=+16.24 m; P<.05)Enhanced motivation and adherence in VR-based exercisesNR
Tu et al [24], 2020Feasibility of smart in-home breathing training with RSA-BTv; real-time biofeedback effectively guided breathing patternsImproved engagement with breathing exercises due to immersive VRNR
Rutkowski et al [9], 2021Reduction in emotional tension (P<.001), external stress (P<.001), depression (P<.001), and anxiety (P<.001); VR group showed significant stress, anxiety, and depression reduction compared to CGIncreased mood and emotional balance through immersive therapyStatistically significant improvements in psychological well-being
Simmich et al [25], 2021Use of the game (58.6% of d logged), daily steps, and MVPAw; 9 min/d increase in MVPA (EG) and 2% decrease in steps (EG) vs 13% decrease (CG)Positive correlation between game use and steps; weak correlation with MVPANo significant improvements reported
Simmich et al [26], 2021Perceptions of wearables and AVGsx as tools for rehabilitation; participants found wearable trackers useful for quantifying activity, setting goals, and tracking improvements over timeAVGs were seen as fun and motivating for physical activity, but some participants felt that they were too difficult or not beneficialNo specific tools used to measure QoL, but general health benefits of physical activity were discussed
Baxter et al [27], 2022Comparable inspiration durations between QUT Inspire (mean 7.3, SD 2.0 s) and Triflo II (mean 7.5, SD 2.3 s; P=.79); no significant differences in usability or performance between the app and the clinical deviceSome users preferred app due to less perceived inspiratory effortNR
Oberschmidt et al [28], 2022Key patient values identified: independence, personal guidance, trust, and regularity; exergames supported values such as independence and challenge but hindered personal guidance and social interactionIndependence valued but personal guidance needed when using exergamesNR
Finkelstein et al [29], 2023High usability and user acceptance (mean SUSy score: 95.8); 89% of the participants successfully completed the first task, and 100% completed tasks 2 and 3 without promptsHigh interest in using VR for patient empowerment and PR educationNR
Gabriel et al [30], 2023High usability scores (SUS score: 95.8/100); successful completion of PR tasks by all participants with minimal guidanceIncreased willingness to engage with home-based PR through VRNR
Gabriel et al [31], 2023High acceptability and usability of the VR-based system; increased motivation and engagement due to the novel, immersive approachPositive feedback on ease of use and enjoyment of the exercisesNR
Pancini et al [32], 2023Reduction in anxiety, depression, and stress; increased relaxation and emotional well-being; expected to improve emotional well-being (based on prior research with similar methods)Participants expected to experience increased emotional resilienceExpected improvements in emotional and psychological well-being
Pardos et al [33], 2023Development of personalized recommendations based on health data; early results show potential for increased adherence to care plans using personalized recommendationsExpected improvement in health-related behavior through gamificationNR
Colombo et al [34], 2024Adherence rate of 85.71%; mean 6MWT distance improved to 520.50 (SD 69.24) m; significant improvements in exercise capacity (P<.05)Increased motivation to exercise through VRNR
Jin et al [35], 2024Significant improvements in 6MWD and Brief-BESTestz at 3 mo after the intervention (P<.001); EG maintained higher endurance and balance for 12 moEnhanced exercise tolerance and balance function; motivation sustained for 3 moSignificant balance and exercise tolerance improvement
Kizmaz et al [36], 2024Sit-to-stand test: significant improvement in PR+VR group (P<.001); COPD assessment test: significant reduction (P<.001), VR+PR group had greater improvementsIncreased motivation and adherence to exercise reported in VR+PR groupGreater improvement in daily activities (London Chest Activity of Daily Living) in PR+VR group (P<.001)
McAnirlin et al [10], 2024Psychological well-being, heart rate, respiratory rate, and oxygen saturation; positive changes in well-being and presence; no cybersickness reportedParticipants experienced positive emotional responses, reflective of nostalgic memories Reported feelings of autonomy, positive emotions linked to memories, and restorative effects

aQoL: quality of life.

bCG: control group.

cVAS: visual analog scale.

dCCQ: Clinical COPD Questionnaire.

e6MWT: 6-minute walk test.

fEG: experimental group.

gTDI: transition dyspnea index.

hSGRQ: St George’s Respiratory Questionnaire.

i6MWD: 6-minute walk distance.

jPR: pulmonary rehabilitation.

kVGS: virtual game systems.

lGRAIL: Gait Real-time Analysis Interactive Lab.

mICC: intraclass correlation coefficient.

nPSA: public service announcement.

oICT: information and communication technology.

pAR: augmented reality.

qNR: not reported.

rMET: metabolic equivalent of task.

sSFT: Senior Fitness Test.

tVR: virtual reality.

uET: exercise training.

vRSA-BT: respiratory sinus arrhythmia biofeedback-based breathing training.

wMVPA: moderate to vigorous physical activity.

xAVG: active video game.

ySUS: System Usability Scale.

zBrief-BESTest: Brief Balance Evaluation Systems Test.

Engagement, Satisfaction, and Usability

The reviewed studies demonstrated strong engagement and satisfaction among patients with COPD using gamified interventions, with many participants expressing enjoyment and adherence to the programs; for instance, studies involving VR and exergames, such as the one by Rutkowski et al [9], showed high engagement due to immersive environments and interactive features, leading to consistent participation. Satisfaction metrics varied, with studies such as the one by Baxter et al [27] noting that visual rewards and timers within apps were especially motivating.

Adaptations to improve usability included simplified interfaces and controls, particularly for older adults with limited technological experience [29,30]. However, technical challenges were present, such as synchronization issues in Fitbit devices [25] and discomfort from equipment such as VR headsets [31]. Cultural adaptations were minimal but occasionally tailored to suit specific populations, as seen in the studies by Pardos et al [33] and Colombo et al [34], which adapted VR for older adults with COPD.

Table 5 provides detailed insights into engagement, satisfaction, and technical adjustments across the reviewed studies.

Table 5. Engagement, satisfaction, and usability characteristics of gamified interventions.
StudyEngagementSatisfactionCultural adaptationTechnical adaptationChallenges
Tabak et al [8], 2014Web portal use: 86.4% of d; exercise adherence: 21%; activity coach used for 299 d (132 d monitoring and 167 d feedback)Satisfaction (CSQ-8a): telehealth group—26.4, CGb—30.4 (out of 32)NRcWearable and web-based portal; no adaptation for other platformsTechnical issues with activity coach (eg, cycling accuracy); low exercise adherence (21%)
Mazzoleni et al [14], 20147 additional Wii Fit sessions for EGd; all completedSatisfaction: EG—42.4, CG—43.9 (out of 49)NRNone beyond Wii Fit systemInitial difficulty with balance board; exclusion of patients with motor limitations
Kotrach et al [15], 2015All participants adhered to the VGSe trainingNRNRNone beyond training sessionsLanguage barriers and patient ability to use VGS
Hoaas et al [12], 2016On average, 3 diary entries per wk and 1.7 training sessions per wkIncreased self-efficacy and emotional safety; participants experienced health benefitsNRNRiPad and treadmill used to adapt exercise training to home settingsSome technical difficulties with videoconferencing
LeGear et al [16], 201690% enjoyed Wii intervention, and 80% agreed that it could be used at homeNRNRNone beyond standard Wii setupSome participants required supervision for safe use
Liu et al [17], 201675% of patients with COPDf and 90% of healthy older adults improved in second GRAILg testNRNRNo major technical adaptation beyond GRAIL VRh setupComplex setup required; difficulty for patients using self-paced treadmill
Bamidis et al [18], 2017Various engagement tools: achievements and self-reported progress via mobile appsNRTailored to socioeconomic and cultural contexts of various countriesUse of ICTi, mobile apps, SMS text messaging, and gamification across different platformsInteroperability and customization for different health care systems; potential digital divide
Burkow et al [19], 2018Peer monitoring and virtual group updates drove engagementHigh acceptance; improved adherence to exercise routines; group motivationNRTablet optimized with all other apps disabledMinor technical issues (weather widget and activity sensor)
De Las Heras et al [20], 2018High engagement; 12 out of 13 patients appreciated the ARj glassesSuggestions for improvement: adjustable screen, brightness, and head fixationNRAdjustments to AR glasses design and usability proposed by patientsIssues with head fixation during movement; brightness control
Parent et al [21], 201891% of the participants reached high-intensity levels in squatting exercisesReported enjoyment, motivation for home use, and exercise toleranceNRNone beyond Kinect customizationParticipants experienced some discomfort in using new technology
Rutkowski et al [22], 2019High adherence to both standard and virtual rehabilitation programsSignificant improvement in exercise toleranceNRBasic Kinect setup for stationary use; no advanced technical customizationsMinor technical issues with Kinect system
Sutanto et al [23], 2019High adherence to the Wii Fit programNRConducted in an Indonesian context but no specific cultural adaptations notedWii Fit program customized to the local setting; no major technical challengesLimited intensity tracking, high cost of the Wii Fit program
Jung et al [13], 2020High engagement due to enjoyment and immersive aspectsImproved QoLk, patient satisfaction, and engagementNRFeedback on improving headset weight and app functionalityMinor technical glitches; request for more customizable exercise levels
Rutkowski et al [11], 2020High adherence (95% participation rate)NRNRNone beyond basic setup with KinectNone significant; minor technical adjustments needed
Tu et al [24], 2020High engagement in demonstration sessions; real-time feedback kept users on trackUser feedback on usability, engagement, and real-time performance improvementsNRUsed lightweight algorithms and readily available devices for home useSome technical refinements (eg, headset comfort and sound effects) suggested by users
Rutkowski et al [9], 2021High engagement in VR group with full participation over the 2 wkNRNRUse of VR TierOne device; simple immersion setupNR
Simmich et al [25], 2021Participants’ interest in wearables increased with social interaction and family involvement; challenges in long-term adherence were notedBarriers and motivators for using wearables and AVGslNRNRParticipants struggled with technological complexity and preferred more straightforward options
Simmich et al [26], 2021High adherence to Fitbit (84.3% of d); moderate GEQm score of 30.4Engagement metrics (IMIn and GEQ); adherence to FitbitNRNo notifications, limiting engagementBluetooth synchronization issues with Fitbit
Baxter et al [27], 2022High satisfaction with visual rewards; 75% found the timer motivatingUser satisfaction with app’s usability, responsiveness, and animationsNRDistance measurement for inspiratory detection needed improvementApp required further technical refinement to improve microphone sensitivity
Oberschmidt et al [28], 2022Exergames promoted challenge and seeing results, motivating participantsNRNRIssues with camera accuracy during exercise detectionTechnical errors with exercise detection and loud notifications disrupted patient comfort
Finkelstein et al [29], 2023Positive feedback for visual feedback, ease of navigation, and VR app structureNRNRSimplified controls and interface for older adults with limited computer skillsMinor difficulties in finding and starting the app initially
Gabriel et al [30], 2023NRHigh satisfaction with visual feedback and educational content (mean posttask scores: 4.74-4.89 [out of 5])NRSimplified interface and navigation for older adults with limited technological experienceMinor difficulties in initial navigation and setup
Gabriel et al [31], 2023High engagement; increased focus during exercises; minimal distractionsImproved motivation, focus on exercise content, and engagementNRSimplified interface for older adults with limited technological skillsDifficulty with headset weight, loading screens, and initial app navigation
Pancini et al [32], 2023High engagement anticipated due to immersive VR and personalized savoring exercisesEnhanced positive emotions and psychological well-beingNRSimplified interface to ensure ease of use for older adult patientsNR
Pardos et al [33], 2023Scoring system with credits aimed at enhancing patient engagementNRNRData from smartwatches and Bluetooth devices integrated for monitoringFurther development required to expand recommendation domains
Colombo et al [34], 202486.85% attendance rateHigh user engagement (mean Short Flow State Scale score 4.40, SD 0.36); fatigue and dyspnea improvementsFocused on older Italian patients with COPDUse of semi-immersive VR to suit hospital settingsIssues with scaling workload increments
Jin et al [35], 202482.5% adherence in the intervention groupNRTailored to older Chinese patients with COPDVisual feedback and game variety catered to balance and respiratory issuesUnclear measurement of exercise intensity
Kizmaz et al [36], 2024VR+PRo group had significantly longer pedaling time (508.44 s vs 357.56 s; P=.007)NRNRReal-world footage of cycling in a forest used to enhance ecological realismOne patient could not continue due to dizziness related to VR use
McAnirlin et al [10], 2024Participants cocreated their own VR experiences, leading to high engagement and satisfactionNRCustomized to individual preferences and memoriesPersonalized VR experiences were created using 360-degree videosCustomization required multiple visits and effort to personalize scenes

aCSQ-8: Client Satisfaction Questionnaire-8.

bCG: control group.

cNR: not reported.

dEG: experimental group.

eVGS: virtual game systems.

fCOPD: chronic obstructive pulmonary disease.

gGRAIL: Gait Real-time Analysis Interactive Lab.

hVR: virtual reality.

iICT: information and communication technology.

jAR: augmented reality.

kQoL: quality of life.

lAVG: active video game.

mGEQ: Game Engagement Questionnaire.

nIMI: Intrinsic Motivation Inventory.

oPR: pulmonary rehabilitation.

Risk of Bias and Limitations

The reviewed studies presented varying levels of bias and limitations. For the RCTs, additional considerations included randomization procedures and blinding, while the non-RCT studies were evaluated based on their specific study design characteristics. Many of the studies (28/29, 97%), particularly early-stage trials, did not formally assess the risk of bias, often resulting in moderate risk due to factors such as small sample sizes and a lack of long-term follow-up [8,14]. Only a few studies (1/29, 3%), such as the one by Rutkowski et al [9], used formal tools and structured randomization to minimize bias, resulting in a lower risk profile.

Common limitations included a reliance on small sample sizes and subjective data, particularly in studies using self-reported outcomes, which may introduce reporting bias [25]. Technical challenges, such as issues with device accuracy and system usability, also affected study outcomes, as seen in the studies by Tabak et al [8] and Oberschmidt et al [28]. Furthermore, most of the studies (13/29, 45%) lacked long-term follow-up, limiting their ability to evaluate sustained effects of the interventions.

Table 6 provides a detailed breakdown of each study’s risk-of-bias assessment, findings, and limitations.

Table 6. Risk of bias and study limitations.
StudyRisk-of-bias assessmentRisk-of-bias findingsLimitations
Tabak et al [8], 2014NRaModerate risk (selection and attrition biases)Small sample, high dropout (86% in CGb), and low exercise adherence (21%)
Mazzoleni et al [14], 2014NRModerate risk (small sample size and lack of blinding)Small sample, short duration, and lack of long-term follow-up
Kotrach et al [15], 2015NRModerate risk (small sample size and preliminary data)Small sample size, lack of long-term follow-up, and exclusion due to language barriers
Hoaas et al [12], 2016NRModerate risk (small sample size)Small sample size and seasonal effects on adherence
LeGear et al [16], 2016NRModerate risk (small sample size and short duration)Small sample size, lack of long-term follow-up, and supervision needed for safe exercise
Liu et al [17], 2016NRModerate risk (lack of randomization and single-site study)Small sample size, lack of long-term follow-up, monocentric, and limited applicability to patients classified as GOLDc stage 4
Bamidis et al [18], 2017Not assessed in early stages of projectRisk of bias expected due to self-reported data and social desirabilityNo long-term results yet; potential for socioeconomic and geographic disparities in outcomes
Burkow et al [19], 2018NRLow generalizability due to small sample size and bias from prior rehabilitation experienceSmall sample size, self-reported activity data, and lack of a CG
De Las Heras et al [20], 2018NRModerate risk (small sample size and subjective feedback)Small sample size and lack of long-term follow-up; only Nordic countries involved
Parent et al [21], 2018NRModerate risk (small sample size; single session)Short study duration, small sample size, and lack of long-term follow-up
Rutkowski et al [22], 2019NRModerate risk (short intervention duration)Short duration, lack of long-term follow-up, and no blinding of participants
Sutanto et al [23], 2019NRModerate risk (small sample size)Small sample size, unblinded study, and lack of intensity monitoring for the Wii exercises
Jung et al [13], 2020NRModerate risk (small sample size and acknowledged limitations)Small sample size and limited generalizability
Rutkowski et al [11], 2020NRLow risk (structured randomization and CG)Short duration (2 wk); only patients classified as GOLD stages 2 and 3 included
Tu et al [24], 2020NR (demonstration phase)NRSmall-scale demonstration, short duration, and lack of long-term data
Rutkowski et al [9], 2021Assessor-blinded RCTd with controlled randomization (low risk of bias)Low risk (structured randomization and CG)Short duration; only hospital based
Simmich et al [25], 2021NRLow risk (small sample size and self-reported data)Lack of generalizability due to the small sample size and limited geographic representation
Simmich et al [26], 2021NRPossible bias due to the involvement of the EGe in co-designSmall sample size, short trial duration, Fitbit issues, and lack of notifications in the game
Baxter et al [27], 2022NRLow risk (randomization and crossover design)Small sample, short session duration, and lack of clinical participants
Oberschmidt et al [28], 2022NRSome dropouts due to exacerbation but not directly related to interventionSmall sample size, dropouts after 12 wk, and occasional technical issues
Finkelstein et al [29], 2023NRLow risk (all participants completed the tasks without significant issues)Small sample size; lack of long-term follow-up
Gabriel et al [30], 2023NRLow risk (comprehensive task completion by all participants)Small sample size, no CG, and lack of long-term follow-up
Gabriel et al [31], 2023NRLow risk (most participants completed the tasks easily)Small sample size, short duration, and lack of long-term follow-up
Pancini et al [32], 2023NR (planned study)NR (study pending implementation)Small sample size; short intervention duration
Pardos et al [33], 2023NR (pilot)NRExclusion of factors such as nutrition, smoking, and drinking; system still in development
Colombo et al [34], 2024NRLow risk (high adherence and positive outcomes)Small sample size; no CG
Jin et al [35], 2024NRLow risk (group similarity and controlled environment)Lack of long-term adherence tracking; reliance on self-report
Kizmaz et al [36], 2024NRLikely low risk, given the blinded evaluator and randomized designNo objective assessment of cybersickness or patient satisfaction; no third group for comparison with usual care
McAnirlin et al [10], 2024NRNR Small sample size, no CG, and exploratory design

aNR: not reported.

bCG: control group.

cGOLD: Global Initiative for Chronic Obstructive Lung Disease.

dRCT: randomized controlled trial.

eEG: experimental group.


Synthesis of Findings

Effectiveness in COPD Management

The reviewed studies highlighted the positive impact of gamified interventions on physical outcomes, QoL, and patient engagement in COPD management; for instance, interventions incorporating VR or exergames, such as those by Mazzoleni et al [14] and Jung et al [13], showed improved exercise tolerance with significant gains in the 6-minute walk test. Similarly, gamified tools often led to enhanced QoL, as patients reported reduced anxiety and a sense of achievement due to positive reinforcement mechanisms [9,32]. Such outcomes align with broader trends noted in the literature, where eHealth interventions had a positive effect on exercise endurance and QoL in patients with COPD [5]. Through interactive and motivational features, gamified interventions provide both physiological and psychological benefits, which seem crucial for managing COPD symptoms more effectively.

Engagement and Adherence

Gamified interventions demonstrated high engagement and adherence due to interactive features such as real-time feedback and immersive environments. Studies using VR or gamified apps, such as the ones by Tu et al [24] and Hoaas et al [12], reported consistently high engagement rates, with patients maintaining adherence due to motivational tools such as rewards and feedback loops [27,29]. These methods seem to support sustained behavioral changes necessary for chronic disease management [19]. Similar findings were echoed in reviews where gamification substantially enhanced adherence in COPD and other chronic disease management contexts [2,6]. Consequently, integrating gamified elements into COPD management is effective in maintaining long-term adherence, critical for preventing exacerbations.

Comparative Analysis With Nongamified Interventions

When comparing gamified and nongamified approaches, the evidence suggests that gamification provides superior patient engagement and adherence outcomes; for example, Chang et al [5] found that while telemonitoring improved exercise endurance, VR and game-based interventions fostered higher satisfaction. Liu et al [2] further emphasized that VR-based gamification was particularly beneficial in promoting exercise adherence, especially among patients with COPD who find traditional exercises repetitive. In addition, Selles et al [1] found that gamified components significantly increased physical activity in patients with chronic disease, outperforming conventional approaches. Similarly, Obrero-Gaitán et al [3] noted that VR gamified interventions enhanced motivation and enjoyment, making COPD management more accessible and engaging. These findings underscore that gamified strategies may provide a more effective, patient-centered approach to COPD care.

Main Findings in RCT Studies

RCTs are effective in reducing bias; controlling for external variables; and providing more precise and broadly applicable results, which is especially important in intervention studies of complex diseases such as COPD. To highlight the results from higher-quality studies, we further discuss the main findings of the RCTs (11/29, 38%) included in this review. Several of the RCTs (7/11, 64%) reported significant improvements in physical fitness and exercise capacity, including 6-minute walk distance, exercise tolerance, and performance on the Senior Fitness Test. Specifically, experimental groups showed greater improvements in these areas than control groups, indicating enhanced physical endurance and exercise capacity [11,14,22,23,26,35,36]. Another finding is that, compared to control groups, intervention groups demonstrated significant improvements in emotional well-being and mental health indicators, such as anxiety, depression, and stress [9,32]. However, there were also RCTs (1/29, 3%) that found no statistically significant difference in clinical outcomes between the groups [8].

Strengths and Limitations

Strengths

Gamified interventions offer unique strengths in COPD management, particularly in enhancing patient engagement and supporting home-based or self-managed care. By incorporating features such as real-time feedback, interactive environments, and personalized adjustments, gamified tools address some of the limitations of traditional, clinic-based programs [8,13]. These interventions leverage technology to empower patients to monitor their symptoms, engage in rehabilitation activities, and adhere to exercise routines from home, providing significant flexibility and independence, which are highly valued in chronic care [6]. In addition, gamified tools have shown positive psychological effects, with many participants reporting improvements in mood, motivation, and self-efficacy [9,32]. This approach aligns well with the growing shift toward patient-centered care, emphasizing autonomy and self-management in chronic disease contexts such as COPD [3].

Limitations

Despite their strengths, the reviewed studies revealed several methodological challenges that limit the generalizability and consistency of the findings. One primary limitation was the heterogeneity across study designs, intervention types, and technology platforms, making it difficult to draw consistent conclusions about intervention efficacy; for example, while some of the studies (15/29, 52%) used VR-based environments, others (14/29, 48%) used simple exergames or mobile apps, leading to varied engagement and adherence outcomes [14,17]. Limited sample sizes and short intervention durations were also frequent issues, with some of the studies (15/29, 52%) having <20 participants or lasting only a few weeks [12,15]. Technical issues such as usability challenges and the need for advanced equipment can create barriers for older adults with limited technological familiarity [1,2]. Furthermore, a formal risk-of-bias assessment using validated scales, such as the Physiotherapy Evidence Database scale, was not conducted in this review; while we critically appraised the included studies based on study design, sample size, and methodological rigor, the absence of a standardized quality-scoring system may limit the comparability of study quality across different methodologies. Finally, while the inclusion of the China National Knowledge Infrastructure database allowed us to capture studies relevant to the Chinese population, it might limit the reproducibility of the work for researchers without access to this database. These factors contribute to biases and limitations in existing literature, indicating a need for larger, longer-term trials to assess gamified interventions effectively.

Potential of Gamified Interventions in COPD Management

Digital health technologies and gamification hold considerable potential as transformative approaches for managing chronic respiratory diseases such as COPD. By making rehabilitation more interactive and accessible, these interventions can support sustained patient engagement between medical presentations for exacerbations and beyond traditional clinical settings, addressing key challenges in long-term COPD care [5]. The ability of gamified interventions to integrate with real-time monitoring and provide personalized feedback aligns well with the goals of self-managed, home-based COPD care, making it easier for patients to monitor their symptoms and manage exacerbations effectively [24,29]. In addition, gamification encourages continuous engagement, which is crucial for adherence to exercise routines in COPD rehabilitation [6]. As research advances, digital health and gamification could become essential tools in the COPD management toolkit, offering a scalable, patient-centered approach to chronic respiratory care.

Conclusions

This systematic review highlights the positive impact of gamified interventions on COPD management, demonstrating improvements in physical outcomes, patient engagement, and QoL. Various studies have shown that gamified tools—ranging from exergames to VR-based PR—enhance patients’ adherence to exercise routines and promote self-management [8,9]. In particular, features such as real-time feedback, interactive guidance, and personalized adjustments make these interventions highly engaging and effective, aligning with the chronic, self-managed nature of COPD care. However, the studies also reveal challenges, such as technological barriers and limitations in sample size and duration, suggesting that more robust trials are needed to confirm the efficacy of gamified interventions in COPD management.

The integration of gamified interventions into COPD care presents significant opportunities for patients, health care providers, and policy makers. Gamified interventions empower patients with interactive and flexible tools for managing COPD symptoms, promoting independence and engagement in their care. These tools offer a novel approach to supporting patient adherence to home-based rehabilitation, reducing the reliance on in-clinic visits. Policy makers can leverage this approach to address the rising costs of COPD management by supporting digital health policies that encourage the development and use of gamified COPD interventions. Such policies could also promote accessibility to these tools across various populations, making COPD care more equitable and scalable.

Future research should focus on addressing the identified limitations of many of the studies in this review by conducting larger, long-term RCTs to assess the sustained impact of gamified interventions on COPD outcomes. Developing culturally relevant and adapted gamified tools can enhance the global applicability of these interventions. Collaborating with gaming companies could facilitate the integration of advanced game mechanics and elements, making interventions more engaging and effective. Furthermore, integrating personalized gamification approaches that cater to individual patient needs and preferences into health care could enhance adherence. Finally, exploring the long-term effects of gamified interventions will be essential for establishing their place in the chronic management of COPD and similar conditions.

Acknowledgments

This study was partly funded by the New Zealand–China Tripartite Partnership Fund 2024 (3730686). The research team greatly appreciates the funding support obtained.

Data Availability

All data generated or analyzed during this study are included in this published paper and its supplementary information files.

Authors' Contributions

TY, JC, and CB conceptualized the study. JC, QH, and MP were responsible for methodology. JC and LL were responsible for formal analysis. YC, ZL, and HIL were responsible for investigation. QH and LL curated the data. LL and MP were responsible for visualization. TY and CB were responsible for supervision. JC was responsible for project administration. TY and CB were responsible for funding acquisition. JC and MP wrote the original draft. CB, TY, and HIL reviewed and edited the manuscript. All authors have read and approved the version to be published.

Conflicts of Interest

None declared.

Multimedia Appendix 1

Detailed search strategies for each database.

DOCX File , 17 KB

Multimedia Appendix 2

PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) checklist.

PDF File (Adobe PDF File), 137 KB

Multimedia Appendix 3

Template for the data extraction and analysis form.

DOCX File , 17 KB

Multimedia Appendix 4

Details of data extraction and analysis of each reviewed study.

DOCX File , 149 KB

  1. Selles WL, Santos EC, Romero BD, Lunardi AC. Effectiveness of gamified exercise programs on the level of physical activity in adults with chronic diseases: a systematic review. Disabil Rehabil. Dec 2024;46(26):6231-6239. [CrossRef] [Medline]
  2. Liu YX, Du QF, Jiang YL. The effect of virtual reality technology in exercise and lung function of patients with chronic obstructive pulmonary disease: a systematic review and meta-analysis. Worldviews Evid Based Nurs. Jun 31, 2024;21(3):307-317. [CrossRef] [Medline]
  3. Obrero-Gaitán E, Chau-Cubero CY, Lomas-Vega R, Osuna-Pérez MC, García-López H, Cortés-Pérez I. Effectiveness of virtual reality-based therapy in pulmonary rehabilitation of chronic obstructive pulmonary disease. A systematic review with meta-analysis. Heart Lung. May 2024;65:1-10. [FREE Full text] [CrossRef] [Medline]
  4. Schmidt-Kraepelin M, Thiebes S, Tran MC, Sunyaev A. What’s in the game? Developing a taxonomy of gamification concepts for health apps. In: Proceedings of the 51st Hawaii International Conference on System Sciences. 2018. Presented at: HICSS '18; January 3-6, 2018:1217-1226; Waikoloa Village, HI. URL: https:/​/scholarspace.​manoa.hawaii.edu/​server/​api/​core/​bitstreams/​93fa9001-cd42-4379-b4d7-607c2d223d40/​content
  5. Chang H, Zhou J, Chen YD, Wang XH, Wang ZW. Comparative effectiveness of eHealth interventions on the exercise endurance and quality of life of patients with COPD: a systematic review and network meta-analysis. J Clin Nurs. Aug 27, 2024;33(9):3711-3720. [CrossRef] [Medline]
  6. Dalko K, Elsuson HA, Kalter I, Zilezinski M, Hofstetter S, Stoevesandt D, et al. Virtual reality applications for the implementation of domestic respiratory rehabilitation programs for patients with long COVID and post-COVID condition: scoping review. JMIR Serious Games. May 31, 2024;12:e52309. [FREE Full text] [CrossRef] [Medline]
  7. Page MJ, McKenzie JE, Bossuyt PM, Boutron I, Hoffmann TC, Mulrow CD, et al. The PRISMA 2020 statement: an updated guideline for reporting systematic reviews. BMJ. Mar 29, 2021;372:n71. [FREE Full text] [CrossRef] [Medline]
  8. Tabak M, Brusse-Keizer M, van der Valk P, Hermens H, Vollenbroek-Hutten M. A telehealth program for self-management of COPD exacerbations and promotion of an active lifestyle: a pilot randomized controlled trial. Int J Chron Obstruct Pulmon Dis. Sep 2014;9:935-944. [FREE Full text] [CrossRef] [Medline]
  9. Rutkowski S, Szczegielniak J, Szczepańska-Gieracha J. Evaluation of the efficacy of immersive virtual reality therapy as a method supporting pulmonary rehabilitation: a randomized controlled trial. J Clin Med. Jan 18, 2021;10(2):352. [FREE Full text] [CrossRef] [Medline]
  10. McAnirlin O, Browning MH, Fasolino T, Okamoto K, Sharaievska I, Thrift J, et al. Co-creating and delivering personalized, nature-based VR experiences: proof-of-concept study with four U.S. adults living with severe COPD. Wellb Space Soc. Dec 2024;7:100212. [CrossRef]
  11. Rutkowski S, Rutkowska A, Kiper P, Jastrzebski D, Racheniuk H, Turolla A, et al. Virtual reality rehabilitation in patients with chronic obstructive pulmonary disease: a randomized controlled trial. Int J Chron Obstruct Pulmon Dis. 2020;15:117-124. [FREE Full text] [CrossRef] [Medline]
  12. Hoaas H, Andreassen HK, Lien LA, Hjalmarsen A, Zanaboni P. Adherence and factors affecting satisfaction in long-term telerehabilitation for patients with chronic obstructive pulmonary disease: a mixed methods study. BMC Med Inform Decis Mak. Feb 25, 2016;16:26. [FREE Full text] [CrossRef] [Medline]
  13. Jung T, Moorhouse N, Shi X, Amin MF. A virtual reality-supported intervention for pulmonary rehabilitation of patients with chronic obstructive pulmonary disease: mixed methods study. J Med Internet Res. Jul 07, 2020;22(7):e14178. [FREE Full text] [CrossRef] [Medline]
  14. Mazzoleni S, Montagnani G, Vagheggini G, Buono L, Moretti F, Dario P, et al. Interactive videogame as rehabilitation tool of patients with chronic respiratory diseases: preliminary results of a feasibility study. Respir Med. Oct 2014;108(10):1516-1524. [FREE Full text] [CrossRef] [Medline]
  15. Kotrach H, Dajczman E, Tremblay G, Baltzan M, Wardini R, Levitz S, et al. A pilot study using virtual game system to maintain adherence to home-based exercise following pulmonary rehabilitation in chronic obstructive pulmonary disease. Chest. Oct 2015;148(4):709A. [CrossRef]
  16. LeGear T, LeGear M, Preradovic D, Wilson G, Kirkham A, Camp PG. Does a Nintendo Wii exercise program provide similar exercise demands as a traditional pulmonary rehabilitation program in adults with COPD? Clin Respir J. May 2016;10(3):303-310. [CrossRef] [Medline]
  17. Liu WY, Meijer K, Delbressine JM, Willems PJ, Franssen FM, Wouters EF, et al. Reproducibility and validity of the 6-minute walk test using the gait real-time analysis interactive lab in patients with COPD and healthy elderly. PLoS One. Sep 8, 2016;11(9):e0162444. [FREE Full text] [CrossRef] [Medline]
  18. Bamidis PD, Paraskevopoulos E, Konstantinidis E, Spachos D, Billis A. Multimodal e-Health services for smoking cessation and public health: the SmokeFreeBrain project approach. Stud Health Technol Inform. 2017;245:5-9. [Medline]
  19. Burkow TM, Vognild LK, Johnsen E, Bratvold A, Risberg MJ. Promoting exercise training and physical activity in daily life: a feasibility study of a virtual group intervention for behaviour change in COPD. BMC Med Inform Decis Mak. Dec 18, 2018;18(1):136. [FREE Full text] [CrossRef] [Medline]
  20. De Las Heras JC, Tulppo M, Kiviniemi A, Hilberg O, Løkke A, Ekholm S, et al. Augmented reality glasses as a new tele-rehabilitation tool for home use: patients' perception and expectations. Disabil Rehabil Assist Technol. May 2022;17(4):480-486. [CrossRef] [Medline]
  21. Parent AA, Gosselin-Boucher V, Houle-Peloquin M, Poirier C, Comtois AS. Pilot project: physiologic responses to a high-intensity active video game with COPD patients-Tools for home rehabilitation. Clin Respir J. May 2018;12(5):1927-1936. [CrossRef] [Medline]
  22. Rutkowski S, Rutkowska A, Jastrzębski D, Racheniuk H, Pawełczyk W, Szczegielniak J. Effect of virtual reality-based rehabilitation on physical fitness in patients with chronic obstructive pulmonary disease. J Hum Kinet. Oct 2019;69:149-157. [FREE Full text] [CrossRef] [Medline]
  23. Sutanto YS, Makhabah DN, Aphridasari J, Doewes M, Suradi, Ambrosino N. Videogame assisted exercise training in patients with chronic obstructive pulmonary disease: a preliminary study. Pulmonology. 2019;25(5):275-282. [FREE Full text] [CrossRef] [Medline]
  24. Tu L, Hao T, Bi C, Xing G. BreathCoach: a smart in-home breathing training system with bio-feedback via VR game. Smart Health. May 2020;16:100090. [CrossRef]
  25. Simmich J, Mandrusiak A, Smith ST, Hartley N, Russell TG. A co-designed active video game for physical activity promotion in people with chronic obstructive pulmonary disease: pilot trial. JMIR Serious Games. Jan 27, 2021;9(1):e23069. [FREE Full text] [CrossRef] [Medline]
  26. Simmich J, Mandrusiak A, Russell T, Smith S, Hartley N. Perspectives of older adults with chronic disease on the use of wearable technology and video games for physical activity. Digit Health. May 30, 2021;7:20552076211019900. [FREE Full text] [CrossRef] [Medline]
  27. Baxter CA, Carroll JA, Keogh B, Vandelanotte C. Virtual respiratory therapy delivered through a smartphone app: a mixed-methods randomised usability study. BMJ Open Respir Res. Jun 27, 2022;9(1):e001221. [FREE Full text] [CrossRef] [Medline]
  28. Oberschmidt K, Broekhuis M, Grünloh C. Patient values associated with an exergame supporting COPD treatment. Stud Health Technol Inform. May 25, 2022;294:730-734. [CrossRef] [Medline]
  29. Finkelstein J, Parvanova I, Huo X. Feasibility of a virtual reality app to promote pulmonary rehabilitation. Stud Health Technol Inform. May 18, 2023;302:458-462. [CrossRef] [Medline]
  30. Gabriel AS, Tsai TY, Xhakli T, Finkelstein J. Mixed-methods assessment of a virtual reality-based system for pulmonary rehabilitation. Stud Health Technol Inform. Oct 20, 2023;309:245-249. [CrossRef] [Medline]
  31. Gabriel AS, Tsai TY, Xhakli T, Finkelstein J. Patient perceptions of a virtual reality-based system for pulmonary rehabilitation: a qualitative analysis. Stud Health Technol Inform. Jun 29, 2023;305:406-409. [CrossRef] [Medline]
  32. Pancini E, Villani D, Riva G. oVeRcomING COPD: virtual reality and savoring to promote the well-being of patients with chronic obstructive pulmonary disease. Cyberpsychol Behav Soc Netw. Jan 01, 2023;26(1):65-67. [CrossRef] [Medline]
  33. Pardos A, Gallos P, Menychtas A, Panagopoulos C, Maglogiannis I. Enriching remote monitoring and care platforms with personalized recommendations to enhance gamification and coaching. Stud Health Technol Inform. May 18, 2023;302:332-336. [CrossRef] [Medline]
  34. Colombo V, Mondellini M, Fumagalli A, Aliverti A, Sacco M. A virtual reality-based endurance training program for COPD patients: acceptability and user experience. Disabil Rehabil Assist Technol. May 05, 2024;19(4):1590-1599. [CrossRef] [Medline]
  35. Jin XL, Jin MN, Zhang BL, Niu ME, Han YX, Qian JL. The association of conventional therapy associated with somatosensory interactive game enhances the effects of early pulmonary rehabilitation for patients with acute exacerbation of chronic obstructive pulmonary disease: a randomized controlled trial. Games Health J. Apr 29, 2025;14(2):127-135. [CrossRef] [Medline]
  36. Kizmaz E, Telli Atalay O, Çetin N, Uğurlu E. Virtual reality for COPD exacerbation: a randomized controlled trial. Respir Med. 2024;230:107696. [CrossRef] [Medline]


COPD: chronic obstructive pulmonary disease
PR: pulmonary rehabilitation
PRISMA: Preferred Reporting Items for Systematic Reviews and Meta-Analyses
QoL: quality of life
RCT: randomized controlled trial
VR: virtual reality


Edited by A Coristine; submitted 02.12.24; peer-reviewed by G Cangelosi, W Selles; comments to author 20.01.25; revised version received 20.02.25; accepted 18.04.25; published 30.05.25.

Copyright

©Jinsong Chen, Tingzhong Yang, Qilian He, Mingli Pang, Ying Cao, Zheng Liu, Linfei Li, Hsing-I Liu, Christopher Bullen. Originally published in JMIR Serious Games (https://games.jmir.org), 30.05.2025.

This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.