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

Table 5.

Engagement, satisfaction, and usability characteristics of gamified interventions.

Study Engagement Satisfaction Cultural adaptation Technical adaptation Challenges
Tabak et al [8], 2014 Web 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) NRc Wearable and web-based portal; no adaptation for other platforms Technical issues with activity coach (eg, cycling accuracy); low exercise adherence (21%)
Mazzoleni et al [14], 2014 7 additional Wii Fit sessions for EGd; all completed Satisfaction: EG—42.4, CG—43.9 (out of 49) NR None beyond Wii Fit system Initial difficulty with balance board; exclusion of patients with motor limitations
Kotrach et al [15], 2015 All participants adhered to the VGSe training NR NR None beyond training sessions Language barriers and patient ability to use VGS
Hoaas et al [12], 2016 On average, 3 diary entries per wk and 1.7 training sessions per wk Increased self-efficacy and emotional safety; participants experienced health benefits NRNR iPad and treadmill used to adapt exercise training to home settings Some technical difficulties with videoconferencing
LeGear et al [16], 2016 90% enjoyed Wii intervention, and 80% agreed that it could be used at home NR NR None beyond standard Wii setup Some participants required supervision for safe use
Liu et al [17], 2016 75% of patients with COPDf and 90% of healthy older adults improved in second GRAILg test NR NR No major technical adaptation beyond GRAIL VRh setup Complex setup required; difficulty for patients using self-paced treadmill
Bamidis et al [18], 2017 Various engagement tools: achievements and self-reported progress via mobile apps NR Tailored to socioeconomic and cultural contexts of various countries Use of ICTi, mobile apps, SMS text messaging, and gamification across different platforms Interoperability and customization for different health care systems; potential digital divide
Burkow et al [19], 2018 Peer monitoring and virtual group updates drove engagement High acceptance; improved adherence to exercise routines; group motivation NR Tablet optimized with all other apps disabled Minor technical issues (weather widget and activity sensor)
De Las Heras et al [20], 2018 High engagement; 12 out of 13 patients appreciated the ARj glasses Suggestions for improvement: adjustable screen, brightness, and head fixation NR Adjustments to AR glasses design and usability proposed by patients Issues with head fixation during movement; brightness control
Parent et al [21], 2018 91% of the participants reached high-intensity levels in squatting exercises Reported enjoyment, motivation for home use, and exercise tolerance NR None beyond Kinect customization Participants experienced some discomfort in using new technology
Rutkowski et al [22], 2019 High adherence to both standard and virtual rehabilitation programs Significant improvement in exercise tolerance NR Basic Kinect setup for stationary use; no advanced technical customizations Minor technical issues with Kinect system
Sutanto et al [23], 2019 High adherence to the Wii Fit program NR Conducted in an Indonesian context but no specific cultural adaptations noted Wii Fit program customized to the local setting; no major technical challenges Limited intensity tracking, high cost of the Wii Fit program
Jung et al [13], 2020 High engagement due to enjoyment and immersive aspects Improved QoLk, patient satisfaction, and engagement NR Feedback on improving headset weight and app functionality Minor technical glitches; request for more customizable exercise levels
Rutkowski et al [11], 2020 High adherence (95% participation rate) NR NR None beyond basic setup with Kinect None significant; minor technical adjustments needed
Tu et al [24], 2020 High engagement in demonstration sessions; real-time feedback kept users on track User feedback on usability, engagement, and real-time performance improvements NR Used lightweight algorithms and readily available devices for home use Some technical refinements (eg, headset comfort and sound effects) suggested by users
Rutkowski et al [9], 2021 High engagement in VR group with full participation over the 2 wk NR NR Use of VR TierOne device; simple immersion setup NR
Simmich et al [25], 2021 Participants’ interest in wearables increased with social interaction and family involvement; challenges in long-term adherence were noted Barriers and motivators for using wearables and AVGsl NR NR Participants struggled with technological complexity and preferred more straightforward options
Simmich et al [26], 2021 High adherence to Fitbit (84.3% of d); moderate GEQm score of 30.4 Engagement metrics (IMIn and GEQ); adherence to Fitbit NR No notifications, limiting engagement Bluetooth synchronization issues with Fitbit
Baxter et al [27], 2022 High satisfaction with visual rewards; 75% found the timer motivating User satisfaction with app’s usability, responsiveness, and animations NR Distance measurement for inspiratory detection needed improvement App required further technical refinement to improve microphone sensitivity
Oberschmidt et al [28], 2022 Exergames promoted challenge and seeing results, motivating participants NR NR Issues with camera accuracy during exercise detection Technical errors with exercise detection and loud notifications disrupted patient comfort
Finkelstein et al [29], 2023 Positive feedback for visual feedback, ease of navigation, and VR app structure NR NR Simplified controls and interface for older adults with limited computer skills Minor difficulties in finding and starting the app initially
Gabriel et al [30], 2023 NR High satisfaction with visual feedback and educational content (mean posttask scores: 4.74-4.89 [out of 5]) NR Simplified interface and navigation for older adults with limited technological experience Minor difficulties in initial navigation and setup
Gabriel et al [31], 2023 High engagement; increased focus during exercises; minimal distractions Improved motivation, focus on exercise content, and engagement NR Simplified interface for older adults with limited technological skills Difficulty with headset weight, loading screens, and initial app navigation
Pancini et al [32], 2023 High engagement anticipated due to immersive VR and personalized savoring exercises Enhanced positive emotions and psychological well-being NR Simplified interface to ensure ease of use for older adult patients NR
Pardos et al [33], 2023 Scoring system with credits aimed at enhancing patient engagement NR NR Data from smartwatches and Bluetooth devices integrated for monitoring Further development required to expand recommendation domains
Colombo et al [34], 2024 86.85% attendance rate High user engagement (mean Short Flow State Scale score 4.40, SD 0.36); fatigue and dyspnea improvements Focused on older Italian patients with COPD Use of semi-immersive VR to suit hospital settings Issues with scaling workload increments
Jin et al [35], 2024 82.5% adherence in the intervention group NR Tailored to older Chinese patients with COPD Visual feedback and game variety catered to balance and respiratory issues Unclear measurement of exercise intensity
Kizmaz et al [36], 2024 VR+PRo group had significantly longer pedaling time (508.44 s vs 357.56 s; P=.007) NR NR Real-world footage of cycling in a forest used to enhance ecological realism One patient could not continue due to dizziness related to VR use
McAnirlin et al [10], 2024 Participants cocreated their own VR experiences, leading to high engagement and satisfaction NR Customized to individual preferences and memories Personalized VR experiences were created using 360-degree videos Customization 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.