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. 2025 May 30;13:e69510. doi: 10.2196/69510

Table 4.

Effectiveness of gamified chronic obstructive pulmonary disease (COPD) interventions.

Study Effectiveness results Behavioral outcomes QoLa improvements
Tabak et al [8], 2014 Exacerbations: 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 groups Improved 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], 2014 6MWTe: 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 CG Improved patient motivation and engagement in EG SGRQ score improved
Kotrach et al [15], 2015 Exercise 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 VGSk Dyspnea and leg discomfort increased, indicating exertion during exercise Not reported in the preliminary findings
Hoaas et al [12], 2016 Average adherence: 43.3% for daily diary, 56.2% for exercise training; no dropouts; long-term adherence despite motivational challenges Participants reported better self-management and coping with COPD Reported improved health and increased capacity for daily activities
LeGear et al [16], 2016 Energy 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 groups Participants reported enjoyment and perceived feasibility of Wii exercises at home Not specifically reported in this study
Liu et al [17], 2016 Patients 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 COPD No QoL data reported
Bamidis et al [18], 2017 Efficacy of PSAsn, e-cigarette interventions, and neurofeedback protocols; expected positive impacts on reducing smoking among groups considered high risk Increased adherence to smoking cessation interventions using gamification and ICTo Expected improvements in smoking-related morbidity and mortality rates
Burkow et al [19], 2018 Increase in physical activity from 2.9 to 5.9 sessions per wk during the program; 77% adherence to group exercises Positive impact on motivation to engage in physical activity Improved well-being and mood reported
De Las Heras et al [20], 2018 Positive perception of ARp glasses, particularly ease of use and exercise guidance; patients saw value in the AR glasses for telerehabilitation, although some found them heavy Motivation to use AR glasses for physical exercise and rehabilitation NRq
Parent et al [21], 2018 Peak 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 rehabilitation QoL not directly measured
Rutkowski et al [22], 2019 Improved 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 adherence NR
Sutanto et al [23], 2019 6MWD, 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 groups NR Significant 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], 2020 Improved compliance, physical health (mobility and flexibility), and psychological well-being; significant improvement in patients’ physical function, along with reduced anxiety and depression Increased confidence and motivation to exercise Improved self-reported health-related QoL
Rutkowski et al [11], 2020 Significant 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 exercises NR
Tu et al [24], 2020 Feasibility of smart in-home breathing training with RSA-BTv; real-time biofeedback effectively guided breathing patterns Improved engagement with breathing exercises due to immersive VR NR
Rutkowski et al [9], 2021 Reduction 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 CG Increased mood and emotional balance through immersive therapy Statistically significant improvements in psychological well-being
Simmich et al [25], 2021 Use 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 MVPA No significant improvements reported
Simmich et al [26], 2021 Perceptions of wearables and AVGsx as tools for rehabilitation; participants found wearable trackers useful for quantifying activity, setting goals, and tracking improvements over time AVGs were seen as fun and motivating for physical activity, but some participants felt that they were too difficult or not beneficial No specific tools used to measure QoL, but general health benefits of physical activity were discussed
Baxter et al [27], 2022 Comparable 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 device Some users preferred app due to less perceived inspiratory effort NR
Oberschmidt et al [28], 2022 Key patient values identified: independence, personal guidance, trust, and regularity; exergames supported values such as independence and challenge but hindered personal guidance and social interaction Independence valued but personal guidance needed when using exergames NR
Finkelstein et al [29], 2023 High 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 prompts High interest in using VR for patient empowerment and PR education NR
Gabriel et al [30], 2023 High usability scores (SUS score: 95.8/100); successful completion of PR tasks by all participants with minimal guidance Increased willingness to engage with home-based PR through VR NR
Gabriel et al [31], 2023 High acceptability and usability of the VR-based system; increased motivation and engagement due to the novel, immersive approach Positive feedback on ease of use and enjoyment of the exercises NR
Pancini et al [32], 2023 Reduction 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 resilience Expected improvements in emotional and psychological well-being
Pardos et al [33], 2023 Development of personalized recommendations based on health data; early results show potential for increased adherence to care plans using personalized recommendations Expected improvement in health-related behavior through gamification NR
Colombo et al [34], 2024 Adherence 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 VR NR
Jin et al [35], 2024 Significant improvements in 6MWD and Brief-BESTestz at 3 mo after the intervention (P<.001); EG maintained higher endurance and balance for 12 mo Enhanced exercise tolerance and balance function; motivation sustained for 3 mo Significant balance and exercise tolerance improvement
Kizmaz et al [36], 2024 Sit-to-stand test: significant improvement in PR+VR group (P<.001); COPD assessment test: significant reduction (P<.001), VR+PR group had greater improvements Increased motivation and adherence to exercise reported in VR+PR group Greater improvement in daily activities (London Chest Activity of Daily Living) in PR+VR group (P<.001)
McAnirlin et al [10], 2024 Psychological well-being, heart rate, respiratory rate, and oxygen saturation; positive changes in well-being and presence; no cybersickness reported Participants 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.