Gamification in Diabetes Blood Glucose Management: A Systematic Review of Systematic Reviews
Abstract
1. Introduction
2. Methods
2.1. Study Selection
2.2. Database Search
2.3. Screening and Data Extraction
2.4. Quality Assessment
2.5. Corrected Covered Area (CCA) Calculation
3. Result
3.1. Result of Study Search
3.2. Descriptive Statistics of Included Review
3.3. Result of Quality Assessment
3.4. Result of CCA Calculation
3.5. Effect of Gamification on Blood Glucose and HbA1c Level
3.6. Effect of Gamification on Change in Confidence and Knowledge Regarding Diabetes Management
4. Discussion
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Conflicts of Interest
References
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| Author (Year) | Number of Included Studies | Design of Individual Studies | Participants (General Characteristics) | Intervention | Outcomes (Measurable) | |
|---|---|---|---|---|---|---|
| 1 | Yao et al. 2024 [17] | 9 studies | 7 RCTs (Randomized Controlled Trials), 2 non-RCTs | 913 participants with 747 cases of T2DM. Two studies were from Europe, three from Asia, and four from North America. | Video games, smartphone games, digital handheld games, gamified behavior/education systems |
|
| 2 | Ossenbrink et al. 2023 [18] | 10 studies | All studies were RCT | The number of male and female participants were 1061 and 533, respectively. The overall range of sample size was 8 to 465 participants. Four studies were from North America, four from Europe, one from Asia and one from Australia. | Exergames, serious games (education), gamified self-management apps, story-based fitness games, hybrid/multicomponent (self-management apps with game elements) |
|
| 3 | Brady et al. 2023 [19] | 9 studies | 5 RCTs, and 4 were quasi-experimental studies | A total of 1370 participants were enrolled with sample sizes ranging from 10 to 456. Four studies were conducted in North America, four in Europe, and one in Australia. | Exergames, smartphone apps, cognitive/educational games |
|
| 4 | Lim et al. 2023 [20] | 11 studies | All of the studies were RCT | This review included 1045 individuals with sample sizes ranging between 20 and 361. Two studies were conducted in North America, three in Asia, five in Europe, and one was conducted in both USA and Qatar. | Gamified apps, exergames, sensor-based technologies |
|
| 5 | Shiau et al. 2021 [11] | 13 studies | All studies were RCT | 1195 individuals with diabetes from 1997 to 2019 in North America (6), Europe (4), and Asia (3). Trials were conducted among individuals with type 1 diabetes, type 2 diabetes, or both. Sample sizes ranged from 24 to 456. | Video games, mobile games, VR, gamified education |
|
| 6 | Kaihara et al. 2021 [21] | 3 studies | All studies were RCT | A total of 704 patients were included in the three RCTs. One study was from Europe and two were from North America. The rate of male participants and mean ages of participants ranged from 46% to 94% and 60 to 63 years, respectively. The sample size ranged from 120 to 456. Baseline characteristics were not significantly different between the intervention group and the control group. Diagnosis of patients included only T2DM. | Gamified education and exergames |
|
| 7 | Cabrera et al. 2020 [22] | 10 studies, 4 included in meta-analysis | 7 RCT, 1 pilot quasi-experimental study, 1 case and control study, 1 cohort study | 70% of the studies were randomized clinical trials, 10% cohort studies, 10% cases and controls studies, and 10% qualitative studies. Most of the studies were performed in North America (70%) and other studies were performed in Europe. The higher sample was n = 456 and the lower n = 20. 40% of the studies were centered on people with DM1. | Video games, mobile games, exergames, online games, gamified education, and motivational games |
|
| 8 | Christensen et al. 2016 [23] | 4 studies | All studies were RCT | Two studies were from North America, one from Asia and one from Europe. | Video games, exergames (one with diabetes education and one without), serious game |
|
| Items | Criteria | Yao et al. 2024 [17] | Ossenbrink et al. 2023 [18] | Brady et al. 2023 [19] | Lim et al. 2023 [20] | Shiau et al. 2021 [11] | Kaihara et al. 2021 [21] | Cabrera et al. 2020 [22] | Christensen et al. 2016 [23] |
|---|---|---|---|---|---|---|---|---|---|
| 1 | Did the research questions and inclusion criteria for the review include the components of PICO? | Y | Y | Y | Y | Y | Y | Y | Y |
| 2 | Did the report of the review contain an explicit statement that the review methods were established prior to the conduct of the review, and did the report justify any significant deviations from the protocol? | N | Y | Y | Y | Y | N | N | N |
| 3 | Did the review authors explain their selection of the study designs for inclusion in the review? | Y | Y | Y | Y | Y | Y | Y | Y |
| 4 | Did the review authors use a comprehensive literature search strategy? | Y | Y | Y | Y | Y | Y | Y | Y |
| 5 | Did the review authors perform study selection in duplicate? | Y | Y | Y | Y | N | Y | Y | Y |
| 6 | Did the review authors perform data extraction in duplicate? | Y | Y | Y | Y | Y | N | N | Y |
| 7 | Did the review authors provide a list of excluded studies and justify the exclusions? | Y | Y | Y | Y | Y | Y | Y | Y |
| 8 | Did the review authors describe the included studies in adequate detail? | Y | Y | Y | Y | Y | Y | Y | Y |
| 9 | Did the review authors use a satisfactory technique for assessing the risk of bias (RoB) in individual studies that were included in the review? | Y | Y | Y | Y | Y | Y | N | Y |
| 10 | Did the review authors report on the sources of funding for the studies included in the review? | N | N | N | N | N | N | N | N |
| 13 | Did the review authors account for RoB in primary studies when interpreting/discussing the results of the review? | N | Y | Y | Y | Y | Y | N | Y |
| 14 | Did the review authors provide a satisfactory explanation for, and discussion of, any heterogeneity observed in the results of the review? | Y | N | Y | Y | Y | Y | N | Y |
| 16 | Did the review authors report any potential sources of conflict of interest, including any funding they received for conducting the review? | Y | Y | N | Y | Y | Y | Y | Y |
| % of items meeting the criteria | 76.9% | 84.6% | 84.6% | 92.3% | 84.6% | 76.9% | 53.8% | 84.6% |
| Study | Blood Glucose and HbA1c Outcomes | Change in Confidence and Knowledge Regarding Diabetes Management |
|---|---|---|
| Yao et al. 2024 [17] | HbA1C Meta-analysis involving seven studies revealed improvement in HbA1c in intervention group; however, the improvement was not significant (MD = −0.09%, 95% CI: −0.29, 0.10, p: 0.36). Blood glucose A meta-analysis was performed using three studies. Gamification resulted in reduction in FBG level in intervention group; however, the reduction was not significant (MD: −0.94, 95% CI: −9.34, 7.46, p: 0.55). | |
| Ossenbrink et al. 2023 [18] | HbA1C 6/10 studies analyzed HbA1c. Out of six, two studies had significant results in terms of reduction and between group differences both post intervention and after following up. First study: Kerfoot et al. [24]: Baseline levels, IG: 9.01 (CI 8.83,9.2), CG: 8.92 (CI 8.74, 9.1). Post-intervention levels, IG: 8.28 (CI 8.01, 8.46), CG: 8.46 (CI 8.28, 8.74). After 48 weeks: IG: −2.88, CG: −2.61 (p = 0.048 between groups). Second study: Kempf and Martin [25]: Baseline levels, IG: 7.1(SD 1.3), CG: 6.8 (SD 0.9). Post-intervention levels, IG: 6.8 (SD 1.0), CG: 6.7 (SD 0.7). After 12 weeks: IG: −0.3 (p < 0.001 between groups). Blood glucose Fasting plasma glucose (FPG) level: Evaluated by 2/10 studies. Only one out of two had significant results. Kempf and Martin [25]: A significant decrease in FPG was noted in both intervention and control groups and p value for intergroup differences was 0.008. | Only one study assessed health literacy. A positive effect of gamification was found in knowledge regarding diet for patients with diabetes (p = 0.001). |
| Brady et al. 2023 [19] | HbA1C 6/9 (66.7%) studies used HbA1c as the outcome measure. Five out of six studies had a reduction in the outcome measure; however, only two studies had a significant reduction in HbA1c. Kerfort et al. [24] and Kempf and Martin [25] as described in Ossenbrink et al. [18] were the studies with significant reduction. | |
| Lim et al. 2023 [20] | HbA1C Five studies were pooled for meta-analysis. A minimal effect size was noted for game-based exercise intervention on HbA1c; however, it was not significant (d = −0.16, 95% CI −0.45, 0.14, Z = 1.05, p = 0.29). | |
| Shiau et al. 2021 [11] | HbA1c HbA1c levels at post intervention were used as the outcomes by seven [of 12; 58.33%] RCTs. A comparison between intervention and control groups showed no difference in patients’ levels of HbA1c in post intervention (Z = 0.61, p = 0.54); the effect was extremely small (g = 0.06). A change in HbA1c was evaluated by three trials, whereas two trials evaluated HbA1c levels at follow-up assessments. The conducted meta-analyses exhibited significant improvement on patients’ levels of HbA1c (Z = 2.31, p = 0.02) with small effect (g = 0.18), thereby favoring game-based self-management interventions. However, the meta-analyses results failed to show significant differences between intervention and control groups for HbA1c levels at follow-up assessment. | Three trials assessed diabetes self-efficacy and knowledge scores. A non-significant difference in diabetes knowledge and self-efficacy scores was observed between intervention and control groups (Z = 0.76–0.99, p = 0.32–0.45). |
| Kaihara et al. 2021 [21] | HbA1c Three studies [of 3] described HbA1c. There was no significant heterogeneity in the studies, and all three studies showed a decreased HbA1c in the intervention group. HbA1c significantly decreased in the intervention group compared to the control group in the overall effect [mean difference −0.21%; 95% CI (−0.37 to −0.05); p = 0.01; I2 = 0%]. | |
| Cabrera et al. 2020 [22] | HbA1c Only four studies [40%] were included for the meta-analysis; 50% of the studies had samples with DM2. Meta-analysis demonstrated reduction in HbA1c in intervention group (the mean differences in the percentage of HbA1c was −0.12 [95% CI = −0.57, 0.33]), however the difference was not statistically significant. | |
| Christensen et al. 2016 [23] | HbA1c HbA1c was reported by three [of four; 75%] studies. No significant treatment effect was found between game-based intervention and non-gaming intervention groups (SMD and 95% CI = −0.10 [−0.33, 0.14]), p = 0.4680. | Diabetes-related knowledge was tested in only one study. Participants were interviewed and given points based on how many questions they answered correctly. The difference between the game-based intervention group and the control group (p = 0.64) was not significant. |
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Sapkota, S.; Leal, M.; LaPreze, D.; Huang, Y.-C. Gamification in Diabetes Blood Glucose Management: A Systematic Review of Systematic Reviews. Diabetology 2026, 7, 111. https://doi.org/10.3390/diabetology7060111
Sapkota S, Leal M, LaPreze D, Huang Y-C. Gamification in Diabetes Blood Glucose Management: A Systematic Review of Systematic Reviews. Diabetology. 2026; 7(6):111. https://doi.org/10.3390/diabetology7060111
Chicago/Turabian StyleSapkota, Subash, Miguel Leal, Dani LaPreze, and Ya-Ching Huang. 2026. "Gamification in Diabetes Blood Glucose Management: A Systematic Review of Systematic Reviews" Diabetology 7, no. 6: 111. https://doi.org/10.3390/diabetology7060111
APA StyleSapkota, S., Leal, M., LaPreze, D., & Huang, Y.-C. (2026). Gamification in Diabetes Blood Glucose Management: A Systematic Review of Systematic Reviews. Diabetology, 7(6), 111. https://doi.org/10.3390/diabetology7060111

