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Record W4415773098 · doi:10.2196/78686

Effectiveness of mHealth-Based Gamified Interventions on Physical Activity in Older Adults: Systematic Review

2025· review· en· W4415773098 on OpenAlexvenueno aff
Lin Chen, Fenglin Jang, Min Li, Wei Zong, Huiqin Yu

Bibliographic record

VenueJMIR Aging · 2025
Typereview
Languageen
FieldMedicine
TopicPhysical Activity and Health
Canadian institutionsnot available
Fundersnot available
KeywordsPsychological interventionPhysical activitySustainabilityIntervention (counseling)MEDLINEActivity tracker

Abstract

fetched live from OpenAlex

Background: Global aging presents significant socioeconomic and health challenges, particularly for older adults who face an increased risk of chronic diseases and reduced physical activity levels. Although physical activity is crucial for maintaining health, most older adults do not meet the recommended guidelines. Gamification and mobile health (mHealth) technologies offer innovative solutions to motivate physical activity; however, research focusing on older adults is limited, especially regarding the effectiveness and sustainability of such interventions. Objective: This study aims to synthesize evidence on the effectiveness of mHealth-based gamified interventions for improving physical activity in older adults. Methods: This systematic review followed Preferred Reporting Items for Systematic Reviews and Meta-Analyses and Meta-Analysis of Observational Studies in Epidemiology guidelines and analyzed studies from PubMed, Embase, Web of Science, CINAHL, Scopus, and Wiley Online Library, covering relevant literature from their inception up to May 2025. The inclusion criteria focused on gamified mHealth interventions for adults aged 60+ years, excluding serious games. Quality assessment was conducted according to the Joanna Briggs Institute standards, with data extracted on study design, gamification elements, and outcomes such as step counts and moderate-to-vigorous physical activity. Results: Of 2944 studies identified from the database search, 1454 individuals from 8 trials were included. Gamified interventions significantly increased daily step counts and time spent in moderate-to-vigorous physical activity among older adults. Goal setting and rewards were the most frequently used components, and the combined use of mobile and wearable devices offered greater flexibility and accessibility. A classification framework indicated that interventions integrating multiple gamification elements with hybrid technology systems were most effective, particularly when guided by a theoretical basis. However, the heterogeneity in study designs, small sample sizes, and lack of long-term follow-up studies limited the generalizability of the findings. Conclusions: mHealth-based gamification interventions demonstrate potential for increasing physical activity in older adults. Future interventions should consider employing multifaceted designs combining advanced gamification with hybrid technology systems, while also prioritizing theoretical integration, long-term sustainability, and caregiver involvement to improve sustainability and inclusivity. This review highlights the need for theory-driven, technology-mediated strategies that address the unique health needs of older adults.

Fetched live from OpenAlex and de-inverted. Abstracts are not stored in this database: the inverted indexes are 8.6 GB of the frame’s 9.3 GB of text, and the host has 13 GB free.

How this classification was reachedexpand

Full frame distilled prediction

Teacher imitation

Not calibrated prevalence, not ground truth. Human validation pending. Learned from the 10,348 direct Codex labels and 10,348 direct Gemma labels. Candidate is the union of thresholded teacher heads; consensus is their intersection. These outputs are machine_predicted_unvalidated and are not human labels or direct frontier model labels.

metaresearch head score (Codex)0.001
metaresearch head score (Gemma)0.000
Version: codex-gemma-dda1882f352aValidation status: machine_predicted_unvalidated
Candidate categoriesMeta-epidemiology (narrow)
Consensus categoriesnone
DomainCandidate signal: none · Consensus signal: none
Study designCandidate signal: Systematic review · Consensus signal: Systematic review
GenreCandidate signal: Review · Consensus signal: Review
Teacher disagreement score0.069
Threshold uncertainty score1.000

Codex and Gemma teacher scores by category

CategoryCodexGemma
Metaresearch0.0010.000
Meta-epidemiology (narrow)0.0000.000
Meta-epidemiology (broad)0.0060.001
Bibliometrics0.0000.001
Science and technology studies0.0000.000
Scholarly communication0.0000.000
Open science0.0000.000
Research integrity0.0000.001
Insufficient payload (model declined to judge)0.0000.000

Machine scores (provisional)

The two teacher heads of the student model, read on this work. A score orders the frame for review; it never asserts a category, and the validation status ships verbatim with every row.

Baseline scores from an immature model (maturity gate not passed, 7 training rounds). Scores rank; they never assert a category.

Opus teacher head0.067
GPT teacher head0.461
Teacher spread0.393 · how far apart the two teachers sit on this one work
Validation statusscore_only:v0-immature-baseline · verbatim from the scoring run: score_only means the number may rank works, and no category label ships from it

Classification

machine, unvalidated

Machine predicted; a candidate call from one teacher head, not a consensus.

Study designSystematic review
Domainnot available
GenreReview

How this classification was reached, model by model and score by score, is at the end of the page under "How this classification was reached".

Quick stats

Citations9
Published2025
Admission routes1
Has abstractyes

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