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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 6.

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

Condition management (N = 31)
Condition prevention (N = 19)
Gamification element Number of interventions with element Obesity or overweight Diabetes Cardiovascular disease Asthma Obesity or overweight Diabetes Cardiovascular disease
N (%) N (%) N (%) N (%) N (%) N (%) N (%)
Total interventions 25 (100) 4 (100) 1 (100) 1 (100) 9 (100) 7 (100) 3 (100)
Game design elements reflecting engaged learning
 Affiliation with others 33 15 (60) 3 (75) 1 (100) 1 (100) 5 (56) 6 (86) 2 (67)
 Focused goals 29 14 (56) 2 (50) 0 (0) 1 (100) 6 (67) 4 (57) 2 (67)
 Novelty and variety 22 8 (32) 1 (25) 0 (0) 1 (100) 5 (56) 6 (86) 1 (33)
 Affirmation of performance 20 11 (44) 1 (25) 0 (0) 1 (100) 4 (44) 3 (43) 0 (0)
 Clear and compelling standards 19 13 (52) 1 (25) 1 (100) 1 (100) 1 (11) 2 (28) 0 (0)
 Choice 17 9 (36) 2 (50) 0 (0) 1 (100) 3 (33) 1 (14) 1 (33)
 Challenging tasks 13 7 (28) 1 (25) 0 (0) 0 (0) 4 (44) 1 (14) 0 (0)
 Protection from adverse consequences for initial failures 6 2 (8) 0 (0) 0 (0) 0 (0) 0 (0) 0 (0) 1 (33)
Game design elements reflecting motivational affordances
 Teammates 10 6 (24) 1 (25) 0 (0) 0 (0) 2 (22) 0 (0) 0 (0)
 Performance graphs 7 3 (12) 0 (0) 0 (0) 0 (0) 3 (33) 1 (14) 0 (0)
 Meaningful stories 3 1 (4) 1 (25) 0 (0) 0 (0) 1 (11) 0 (0) 0 (0)
 Badges 2 0 (0) 1 (25) 0 (0) 0 (0) 0 (0) 0 (0) 1 (33)
 Points 2 1 (4) 1 (25) 0 (0) 0 (0) 0 (0) 0 (0) 0 (0)
 Leaderboard 1 1 (4) 0 (0) 0 (0) 0 (0) 0 (0) 0 (0) 0 (0)
 Avatars 0 0 (0) 0 (0) 0 (0) 0 (0) 0 (0) 0 (0) 0 (0)