Gamification in digital healthcare: from evidence review to a novel framework for enhancing patient engagement in chronic disease management

<ns3:p>Background Chronic diseases impose a substantial global health burden, with outcomes frequently compromised by suboptimal long-term patient engagement and adherence to treatment regimens. Gamification, the application of game-design principles in non-game contexts, has emerged as a promising strategy to enhance patient motivation and self-management. Methods This paper introduces a comprehensive, theory-driven gamification framework designed for integration within a Virtual Health Coach (VHC) system for chronic disease management. Based on Self-Determination Theory, Behavioural Economics, and the Health Belief Model, the framework synthesises five core components: adaptive challenges tailored to individual progress, interactive educational modules, structured reward incentives, social support features, and seamless integration with wearable devices for real-time feedback. Results Recognising that implementation is impeded by challenges such as the digital divide, data privacy concerns, and the risk of user fatigue, this work also proposes a robust analytics framework to guide evaluation and continuous refinement. This evaluation model employs a mixed-methods approach, combining metrics for user engagement, clinical health outcomes, and patient-reported satisfaction with A/B testing and machine learning for predictive analytics. Conclusions The proposed gamified VHC architecture offers a blueprint for developing adaptive, personalised, and sustainable digital health interventions that can enhance patient adherence and improve outcomes, thereby advancing the paradigm of patient-centred chronic care.</ns3:p>

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Publication Details

Journal
F1000Research
Published
2025-12-13
DOI
https://doi.org/10.12688/f1000research.172599.1
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00
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article

Gamification in digital healthcare: from evidence review to a novel framework for enhancing patient engagement in chronic disease management

Alison Salt, Soroush Nasri, Ghaniah Hassan‐Smith, Zaki Hassan‐Smith et al.
F1000Research
Educational Games and Gamification
article

Gamification in digital healthcare: from evidence review to a novel framework for enhancing patient engagement in chronic disease management

Alison Salt, Soroush Nasri, Ghaniah Hassan‐Smith, Zaki Hassan‐Smith, Manolya Kavakli-Throne
article en

Abstract

<ns3:p>Background Chronic diseases impose a substantial global health burden, with outcomes frequently compromised by suboptimal long-term patient engagement and adherence to treatment regimens. Gamification, the application of game-design principles in non-game contexts, has emerged as a promising strategy to enhance patient motivation and self-management. Methods This paper introduces a comprehensive, theory-driven gamification framework designed for integration within a Virtual Health Coach (VHC) system for chronic disease management. Based on Self-Determination Theory, Behavioural Economics, and the Health Belief Model, the framework synthesises five core components: adaptive challenges tailored to individual progress, interactive educational modules, structured reward incentives, social support features, and seamless integration with wearable devices for real-time feedback. Results Recognising that implementation is impeded by challenges such as the digital divide, data privacy concerns, and the risk of user fatigue, this work also proposes a robust analytics framework to guide evaluation and continuous refinement. This evaluation model employs a mixed-methods approach, combining metrics for user engagement, clinical health outcomes, and patient-reported satisfaction with A/B testing and machine learning for predictive analytics. Conclusions The proposed gamified VHC architecture offers a blueprint for developing adaptive, personalised, and sustainable digital health interventions that can enhance patient adherence and improve outcomes, thereby advancing the paradigm of patient-centred chronic care.</ns3:p>

F1000ResearchVol. 14
Openalex Percentile: Top 55%
Educational Games and Gamification
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