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): Adherence to oral hygiene routines by people with ID or their carers
- 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
- Adherence to oral hygiene routines by people with ID or their carers
Gamified interventions appear to increase children's engagement and adherence to oral hygiene routines, but the evidence is narrative and ungraded.
What each review found
Current versions only| Finding | Effect | Studies | GRADE 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) Engagement / adherence to oral hygiene routines · 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 increase children's engagement and adherence to oral hygiene routines, but the evidence is narrative and ungraded. The Application of Gamification in Children's Oral Health Management: Systematic Review. (2025) All outcomes | The regular use rate was significantly higher (72.4%) in the gamified mobile health app group than in the nongamified intervention group (48.3%) [Zolfaghari 2021]; quiz-based challenges in mobile apps encouraged higher… | Not reported | GRADE not reported |
Findings are shown side by side, never pooled across reviews.
The reviews
| Review | Searched up to | Included studies | AMSTAR 2 |
|---|---|---|---|
| The Application of Gamification in Children's Oral Health Management: Systematic Review. 2025 All outcomes | January 1, 2014 to February 9, 2025 | 41 | Low / 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.