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. Author manuscript; available in PMC: 2021 Oct 1.
Published in final edited form as: Prev Sci. 2021 Mar 30;22(7):831–844. doi: 10.1007/s11121-021-01214-x

Table 5.

Proportion of gamification elements included in interventions for populations with chronic conditions and interventions for disease prevention in populations at risk

Gamification element Psychological need Number of interventions with element Population type
Condition management (N = 31) Condition prevention (N = 19)
N (%) N (%)
Total interventions 31 (100) 19 (100)
Game design elements reflecting engaged learning
 Affiliation with others Relatedness to others 33 20 (64) 13 (68)
 Focused goals Autonomy 29 17 (55) 12 (63)
 Novelty and variety Autonomy 22 10 (32) 12 (63)
 Affirmation of performance Perceived competence 20 13 (42) 7 (37)
 Clear and compelling standards Perceived competence 19 16 (52) 3 (16)
 Choice Autonomy 17 12 (39) 5 (26)
 Challenging tasks Perceived competence 13 8 (26) 5 (26)
 Protection from Adverse consequences for initial failures Perceived competence 3 2 (6) 1 (5)
Game design elements reflecting motivational affordances
 Teammates Relatedness to others 10 7 (22) 3 (16)
 Performance graphs Perceived competence 7 3 (10) 4 (21)
 Meaningful stories Relatedness to others 3 2 (6) 1 (5)
 Badges Perceived competence 2 1 (3) 1 (5)
 Points Perceived competence 2 2 (6) 0 (0)
 Leaderboard Perceived competence 1 1 (3) 0 (0)
 Avatars Relatedness to others 0 0 (0) 0 (0)