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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Gamification of physical activity: A systematic literature review of comparison studies</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Gamification Group, Faculty of Humanities, University of Turku</institution>
          ,
          <addr-line>Turku</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Gamification Group, Faculty of Information Technology and Communication Sciences, Tampere University</institution>
          ,
          <addr-line>Tampere</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>0000</fpage>
      <lpage>0002</lpage>
      <abstract>
        <p>Gamification is commonly implemented with the goal of transforming activities, systems and services to afford similar experiences and motivational support as games do. In health and exercise contexts, the motivational support drawn from games is considered to encourage performing these activities that commonly lack motivation. However, an empirically rigorous body of literature examining the effects of gamification has been lacking. This is especially problematic in health contexts where unfounded claims can have detrimental effects. This systematic literature review of 16 comparison studies on gamification of physical activity examines what kinds of gamification have been studied in the pursuit of which outcomes, and what results the studies have attained. The results show that gamification of physical activity has provided positively oriented results; however, with more rigorous study designs the results are less optimistic. Research is focused on measuring performed physical activity, but mostly relies on self-reported data instead of objective measurement.</p>
      </abstract>
      <kwd-group>
        <kwd>gamification</kwd>
        <kwd>physical activity</kwd>
        <kwd>literature review</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction and background</title>
      <p>
        Health and exercise are among the most common contexts for gamification ventures,
both in research and in practice [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref18">18</xref>
        ][
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Gamification refers to transforming
activities, systems and services towards affording similar experiences as games are
considered to afford [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. As motivational benefits are perceived to be at the core of games
[
        <xref ref-type="bibr" rid="ref13">13</xref>
        ][
        <xref ref-type="bibr" rid="ref28">28</xref>
        ][
        <xref ref-type="bibr" rid="ref35">35</xref>
        ], gamification is commonly employed in contexts where people commonly
lack motivation such as education, work and healthcare [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ][
        <xref ref-type="bibr" rid="ref24">24</xref>
        ][
        <xref ref-type="bibr" rid="ref30">30</xref>
        ][
        <xref ref-type="bibr" rid="ref43">43</xref>
        ][
        <xref ref-type="bibr" rid="ref41">41</xref>
        ][
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>
        Gamification presents an especially interesting technology in the area of physical
activity as games are sometimes perceived to encourage a sedentary lifestyle (see e.g.
[
        <xref ref-type="bibr" rid="ref29">29</xref>
        ][
        <xref ref-type="bibr" rid="ref32">32</xref>
        ][
        <xref ref-type="bibr" rid="ref38">38</xref>
        ]). However, there has been an in-flux of location-based games (such as
Pokémon Go) [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ][
        <xref ref-type="bibr" rid="ref25">25</xref>
        ] as well as exergames [
        <xref ref-type="bibr" rid="ref32">32</xref>
        ] that further have made gaming
relevant in terms of physical health. Beyond physical activity becoming a way to play
games, intentional gamification further attempts to adopt the motivational facets of
gaming and implementing them into pursuits with direct health outcomes in mind.
      </p>
      <p>
        However, while gamification has been popularly and academically predicted to be a
powerful technology for engagement and behavioral change (e.g. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]), the field has
still lacked an empirically rigorous body of literature examining its effects [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ][
        <xref ref-type="bibr" rid="ref31">31</xref>
        ][
        <xref ref-type="bibr" rid="ref34">34</xref>
        ].
This has especially been the case for the health sciences where the thresholds for
scientific rigor in terms of research design can be considered higher than in the
transdisciplinary mother fields of game studies [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ][
        <xref ref-type="bibr" rid="ref18">18</xref>
        ][
        <xref ref-type="bibr" rid="ref21">21</xref>
        ][
        <xref ref-type="bibr" rid="ref33">33</xref>
        ].
      </p>
      <p>Therefore, this study presents a systematic literature review of existing comparison
studies (16 studies) examining the effectiveness of gamification on physical
activityrelated outcomes. The focus of this review is on studies conducted with adult
participants; that include a gameful intervention and a comparative study setting meaning that
the intervention results are contrasted to parallel conditions or a baseline measurement;
and that report subjective or objective outcomes related to physical activity. The review
investigates how gamification of physical activity has been implemented, what
outcomes have been addressed with the gameful interventions, and what results have been
attained regarding these outcomes.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Review procedure</title>
      <p>
        The literature search was conducted in 11/2018 in Scopus, Web of Science, and
PubMed databases. The searches were conducted using search terms covering the
terminology presented in Table 1. The search strategies presented by Schoeppe et al. [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ]
were used as reference for physical activity –related search terminology. The specific
search strings were formulated according to the search logic of each database, but
containing the same terminology. Table 1 also reports the number of records retrieved from
each database.
      </p>
      <p>The literature searches resulted in a total of 356 records. After removal of duplicates
and records not containing a study (e.g. proceedings books), the remaining 243 records
were screened for inclusion based on the predetermined PICOS-criteria (see Table 2).
The full literature identification, screening and eligibility evaluation process is reported
in Figure 1.
ber of studies included in the synthesis is 16.</p>
      <p>
        The literature selection process was carefully documented using Refworks reference
management tool and Microsoft Excel for transparency. The analyses were conducted
using the guidelines provided by Webster and Watson [
        <xref ref-type="bibr" rid="ref42">42</xref>
        ].The literature selection
process and analyses were conducted by the main author.
      </p>
    </sec>
    <sec id="sec-3">
      <title>Analysis</title>
      <p>A clear majority of the reviewed studies were published in journals (12/16) instead of
conferences (4/16).</p>
      <p>
        The gameful interventions for increasing physical activity have mainly relied on the
same affordances as the gamification field in general [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ][
        <xref ref-type="bibr" rid="ref37">37</xref>
        ] (see Table 3).
Pointbased mechanics and activity goals were identified in half of the reviewed studies,
accompanied often with performance rankings and visualizations of one’s performance.
Interestingly, the health gamification field has also included collaboration-based
mechanics in their interventions as indicated by the high frequency of teams as a gameful
affordance. Noteworthy, however, are also the less common but innovative affordances
included in the studies, for example, real-world activity, e.g. steps, being transformed
into a game currency in a virtual world [
        <xref ref-type="bibr" rid="ref40">40</xref>
        ], and social contracts and duel competitions
between individuals for engaging individuals in physical activity [
        <xref ref-type="bibr" rid="ref39">39</xref>
        ].
      </p>
      <p>
        Most of the reviewed studies focused on physical activity or the duration of the
activity as the outcome measure of the intervention (see Table 4). Half of the reviewed
studies were mainly based on subjectively and half on objectively measured data. The
most commonly used self-reported measurement instrument in the reviewed literature
was the International Physical Activity Questionnaire (IPAQ) [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. Objectively
measured data was in most cases retrieved from an app or an activity tracker tool, e.g. FitBit,
used in the intervention.
      </p>
      <p>In total, only 11 outcome measurements of the total 28 were related to the actual
physical activity or actual physical outcomes. Rest of the outcomes were either other
health-related behavioral or psychological measurements, or behavioral or perception
measurements related to the solution used in the intervention. A clear majority of the
outcomes have been studied only in one study each.</p>
      <p>Details of the study designs are reported in Table 5. 10 out of the 16 studies were
randomized controlled trials (RCT), 3 studies reported a partially randomized study
design, and 3 were categorized as comparison studies without an actual experimental
setting. Only one of the RCT studies was reported to be fully blinded, while 4 studies
reported single-blinded or partially blinded designs. The remaining RCT studies
provided no information about blinding procedures with the exception of one study stating
that the setting was not blinded.</p>
      <p>8 of the 16 studies reported either fully or partially positive results from the gameful
interventions related to the physical health outcomes. However, 7 of the 16 studies
reported that the gameful intervention did not show statistically significant improvements
compared to the comparison conditions or report equally positive and negative results
regarding the effects of the gameful intervention on physical activity –related outcomes.</p>
      <p>Table 5 reports also the study designs regarding the comparison. The analysis
suggests that the studies with more rigorous study designs, i.e. fully controlled settings,
have less positive results regarding the physical activity –related outcomes than study
settings with baseline measurements as comparisons. Furthermore, in four studies the
intervention was a full commercial game and thus individual affordances were not
identified or studied.
4</p>
    </sec>
    <sec id="sec-4">
      <title>Discussion</title>
      <p>
        This systematic review focused on examining how gamification has been implemented
for the goal of increasing physical activity, what outcomes this body of literature has
examined, and finally, what kinds of results the comparison studies on gamification
physical activity have attained. Only 16 comparison studies were identified for the
review, which is surprising given the prevalence of gamification in physical activity [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        The affordances implemented in the gameful interventions for increasing physical
activity have followed the common patterns identified in gamification literature in
general [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ][
        <xref ref-type="bibr" rid="ref37">37</xref>
        ]. Points and leaderboards are the most common elements implemented
alongside goals and progress visualization tools. Goals concretize the target behavior,
progress visualizations provide support and indicators of progression toward the health
goal, and points act as a virtual reward for the target behavior. Interestingly, for
example, collaborative affordances were quite often implemented within the body of
literature [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ][
        <xref ref-type="bibr" rid="ref14">14</xref>
        ][
        <xref ref-type="bibr" rid="ref16">16</xref>
        ][
        <xref ref-type="bibr" rid="ref23">23</xref>
        ][
        <xref ref-type="bibr" rid="ref26">26</xref>
        ][
        <xref ref-type="bibr" rid="ref39">39</xref>
        ], which is not such a common approach within the
gamification research field in general [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        Developed mobile health
game used with FitBit
Developed location-based
game with an online platform
for self-reporting physical
activity
[
        <xref ref-type="bibr" rid="ref19">19</xref>
        ] Pokémon Go
      </p>
      <p>
        Developed research platform
[
        <xref ref-type="bibr" rid="ref23">23</xref>
        ] used alongside Withings scale
and Withings app.
      </p>
      <p>
        Developed physical activity
[
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] intervention delivered via a
      </p>
      <p>Facebook app
329
444
196
110
21
50
59
10 weeks</p>
      <p>Randomized controlled trial, at
least partially blinded</p>
      <p>Control group using
Fit</p>
      <p>Bit only
7 days</p>
      <p>Comparison study</p>
      <p>Baseline measurement
before intervention
1 Both intervention and control groups included in N, if the study was controlled. IG = intervention group, CG = control group.
2 Fully + = fully positive results, Partial + = partially positive results, Null or equal +/- = no effects or an equal amount of positive and negative results reported, Partial
= partially negative results, Fully - = fully negative results</p>
      <p>
        The gameful interventions studied in the current body of literature mainly included
several affordances simultaneously rather than having investigated the effects of
singular gamification affordances individually. Thus most of the studies were not able to
identify which affordances were more effective than others regarding the physical
health –related outcomes. Furthermore, a few studies examined the effects of a full
commercial game on physical activity behavior [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ][
        <xref ref-type="bibr" rid="ref4">4</xref>
        ][
        <xref ref-type="bibr" rid="ref12">12</xref>
        ][
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. For example, Broom
and Flint [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] and Kaczmarek et al. [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ], focused on the effects of Pokémon Go on the
physical activity of the users. When the gameful intervention is based on a full game
with various features, it is similarly impossible to identify which aspects of the game
have lead to the detected results. Thus, studying isolated game elements is encouraged
[
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. Similarly, Schoeppe et al. [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] has suggested that the research on health and
fitness apps should seek to study effects of singular features in order to identify the
effective app features from the ineffective ones.
      </p>
      <p>The analysis of the current body of literature indicates that most of the studies
measured performed physical activity as the outcome measurement. However, many of the
studies also relied on subjective self-reported data instead of objective measurement.</p>
      <p>
        The most commonly implemented self-report measurement instrument for physical
activity was the International Physical Activity Questionnaire (IPAQ) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ][
        <xref ref-type="bibr" rid="ref7">7</xref>
        ][
        <xref ref-type="bibr" rid="ref16">16</xref>
        ][
        <xref ref-type="bibr" rid="ref19">19</xref>
        ][
        <xref ref-type="bibr" rid="ref40">40</xref>
        ].
      </p>
      <p>While gathering self-reported data is often a more cost-efficient way of data gathering
compared to, for example, collecting sensor data, more reliable results would be gained
with triangulation of data combining both, subjective and objective measurement.</p>
      <p>
        Previous research on gamification has also identified novelty effects to impact the
outcomes of the gamification solutions [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ][
        <xref ref-type="bibr" rid="ref10">10</xref>
        ][
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. The results presented by Gremaud
et al. [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] provide further evidence of the decline of the effects with time. Data
triangulation could provide important insights in future research also about reasons for the
declining effects.
      </p>
      <p>
        As shown by the analysis of the outcomes measured in the reviewed literature, the
variety of different outcomes is large and many outcomes are examined only in one
isolated study. Therefore, the current body of literature still lacks in cumulation of
research on the same outcome measures and replication. Previous literature reviews on
gamification have suggested that the research field would benefit from seeking to use
validated measurement instruments in order to accumulate the knowledge regarding
specific outcomes [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
      </p>
      <p>
        The results of the reviewed literature provide support for prior findings, that on a
general level, the results regarding the effectiveness of gamification on the outcome
variables are positively oriented [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ]. However, when scrutinizing the results and
contrasting them with the study designs in the reviewed papers, the more rigorous study
settings seem to provide more neutral results. The fully positive findings have been
reported mainly in studies with baseline measurements as comparisons [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ][
        <xref ref-type="bibr" rid="ref16">16</xref>
        ][
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]
instead of study settings including a randomized design with control conditions. These
findings suggest that gamification of physical activity provides promising results of its
effectiveness, but more research with controlled study settings would be needed to
substantiate the promises.
      </p>
      <p>
        Study designs with full randomization and control conditions are especially
important in the context of health-related activities to indicate whether the interventions
can provide health benefits. The requirements for the study designs are even stricter
when examining the benefits of a gameful solution as part of clinical healthcare. For
this review, a full quality assessment of the studies was not conducted, mainly because
not all of the studies were RCTs. The analysis indicated, however, that the studies lack
in e.g. blinding procedures. In order to be able to provide convincing results to justify
use of gameful interventions, for example, as part of healthcare practices, the quality of
the study setting and designs would benefit from improving. Similar suggestions for
study designs have been provided by Schoeppe et al. [
        <xref ref-type="bibr" rid="ref36">36</xref>
        ] for research on health and
fitness apps.
      </p>
      <p>
        As noted in literature discussing the development of the research on gamification
[
        <xref ref-type="bibr" rid="ref24">24</xref>
        ][
        <xref ref-type="bibr" rid="ref31">31</xref>
        ][
        <xref ref-type="bibr" rid="ref21">21</xref>
        ], it has taken some years for the research field to develop the
methodological approaches to include more comparative research designs. Thus, the fact that a
literature review focusing solely on comparison studies on gamification of a specific
topic can today be conducted can be considered a sign of the maturation of the field.
      </p>
      <p>Acknowledgements
This work has been supported by Business Finland (376/31/2018 and 5479/31/2017)
and participating partners, Satakunnan korkeakoulusäätiö and its collaborators, and
Academy of Finland (Center of Excellence in Game Culture Studies).</p>
    </sec>
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