Question · asked by 1 review

Gamified mobile health app vs Nongamified intervention: Regular use rate

Population
Children or adolescents
Intervention
Gamified mobile health app
Comparison
Nongamified intervention
Outcome
Regular use rate

One RCT reported a 72.4% regular-use rate with a gamified mobile health app versus 48.3% with a nongamified intervention; no GRADE assessment was reported.

What each review found

Current versions only
FindingEffectStudiesGRADE certainty
Gamified mobile health app vs Nongamified intervention
Regular use rate · Children and adolescents aged 18 years or younger · Digital mobile app
One RCT reported a 72.4% regular-use rate with a gamified mobile health app versus 48.3% with a nongamified intervention; no GRADE assessment was reported.
The Application of Gamification in Children's Oral Health Management: Systematic Review. (2025) All outcomes
Regular use rate 72.4% (gamified mobile app) vs 48.3% (nongamified)1 study · In one study, the regular use rate was significantly higher (72.4%) in the gamified mobile health app group than in the nongamified intervention group (48.3%). participantsGRADE not reported

Findings are shown side by side, never pooled across reviews.

The reviews

ReviewSearched up toIncluded studiesAMSTAR 2
The Application of Gamification in Children's Oral Health Management: Systematic Review.
2025 All outcomes
January 1, 2014 to February 9, 202541Low / Critically Low
How reviews are matched to this question

Reviews word the same question differently. Four decision models (TypeSafe's Jev, Liquid AI's d1-ultra, SubQ Snap and Baseten's Elephant) judged each wording of the population, intervention, comparator and outcome against the others; two wordings count as the same when at least three of them agree and none clearly disagrees, and findings count as this question only when all four elements match. Timing, setting and subgroup never split a question: they are shown on each finding.