Question · asked by 1 review

Gamified oral health interventions (mobile apps, serious games, augmented reality, game-based education) vs Conventional or traditional oral health education, or non-gamified interventions (comparator varied; several studies were single-arm/uncontrolled): Plaque index (PI) / oral hygiene

Population
Children or adolescents
Intervention
Gamified oral health interventions (mobile apps, serious games, augmented reality, game-based education)
Comparison
Conventional or traditional oral health education, or non-gamified interventions (comparator varied; several studies were single-arm/uncontrolled)
Outcome
Plaque index (PI) / oral hygiene

Gamified interventions appear to improve plaque control and oral hygiene status in children versus conventional methods, but the evidence is narrative and ungraded (individual-study P values only).

What each review found

Current versions only
FindingEffectStudiesGRADE certainty
Gamified oral health interventions (mobile apps, serious games, augmented reality, game-based education) vs Conventional or traditional oral health education, or non-gamified interventions (comparator varied; several studies were single-arm/uncontrolled)
Plaque control / oral hygiene clinical status (plaque index) · Children and adolescents aged <=18 years · Post-intervention (predominantly short-term; long-term follow-up in a minority of studies), School-based settings, specialized dental clinics, and home-based environments
Gamified interventions appear to improve plaque control and oral hygiene status in children versus conventional methods, but the evidence is narrative and ungraded (individual-study P values only).
The Application of Gamification in Children's Oral Health Management: Systematic Review. (2025) All outcomes
In the gamified mobile health app group, plaque control was superior (P<.05) compared with the conventional method group [Zolfaghari 2021]; a gamified/reminder sticker-book group showed a significant improvement in…Not reportedGRADE 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.