Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review

dc.contributor.authorBosch-Barceló, Pere
dc.contributor.authorMartínez-Navarro, Oriol
dc.contributor.authorMasbernat-Almenara, Maria
dc.contributor.authorTersa-Miralles, Carlos
dc.contributor.authorPakarinen, Anni
dc.contributor.authorFernández-Lago, Helena
dc.contributor.organizationfi=hoitotieteen laitos|en=Department of Nursing Science|
dc.contributor.organization-code1.2.246.10.2458963.20.27201741504
dc.converis.publication-id499846137
dc.converis.urlhttps://research.utu.fi/converis/portal/Publication/499846137
dc.date.accessioned2026-01-21T14:33:20Z
dc.date.available2026-01-21T14:33:20Z
dc.description.abstract<p><b>Background</b>:<br>Parkinson disease (PD) is a rapidly growing neurological condition worldwide. While physiotherapy and exercise are effective interventions, the addition of motivational aspects that improve adherence could be beneficial for people with PD. Incorporating technological devices into motor rehabilitation, coupled with gamification elements, could enhance the relevance of rehabilitation and alleviate motor symptoms.</p><p><b>Objective</b>:<br>The aim of this scoping review was to identify and classify the technological devices that integrate gamification elements used in motor rehabilitation in PD, and to describe the justification behind the use of these devices and elements in this context.</p><p><b>Methods</b>:<br>We conducted a scoping review following the framework proposed by Joanna Briggs Institute, along with the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) guidelines. Major health science databases (MEDLINE, EMBASE, Scopus, Cochrane, Web of Science, PsycINFO, and Epistemonikos) were systematically searched. Relevant studies were included if they used technological interventions with gamification elements for motor symptom rehabilitation in PD. Gamification elements were extracted and categorized based on established frameworks, and content analysis was used to review the justifications for the use of technologies integrating gamification.</p><p><b>Results</b>:<br>A total of 4451 studies were retrieved from the search. After the abstract and full-text screening, 81 studies were eligible for data extraction. The analysis identified 453 gamification elements across studies, with development and accomplishment being the most prominent core drive. Progress/feedback was the most frequently used element (79/81, 98% of studies), followed by points (70/81, 86%) and levels/progression (66/81, 81%). Other notable elements included badges, leaderboards, and customization, while several core drives, like ownership and possession, lacked reported elements. Most interventions were delivered through commercial video game consoles (33/81, 41%), followed by computer-based systems (32/81, 40%). Tablet-based applications and integrated rehabilitation platforms were used in 11% (9/81) and 10% (8/81) of the studies, respectively. The expected roles of technology were clear, but intentional use of gamification was scarce.</p><p><b>Conclusions</b>:<br>This scoping review highlights the widespread adoption of technologies integrating gamification elements for motor symptom rehabilitation in individuals with PD. However, it also underscores a critical gap in understanding and justifying gamification mechanics. The current landscape relies heavily on commercial video games and emphasizes performance-based experiences, lacking theoretical grounding.</p>
dc.identifier.eissn2291-9279
dc.identifier.jour-issn2291-9279
dc.identifier.olddbid213393
dc.identifier.oldhandle10024/196411
dc.identifier.urihttps://www.utupub.fi/handle/11111/55274
dc.identifier.urlhttps://doi.org/10.2196/69433
dc.identifier.urnURN:NBN:fi-fe202601216505
dc.language.isoen
dc.okm.affiliatedauthorBosch-Barceló, Pere
dc.okm.affiliatedauthorPakarinen, Anni
dc.okm.discipline217 Medical engineeringen_GB
dc.okm.discipline3124 Neurology and psychiatryen_GB
dc.okm.discipline3141 Health care scienceen_GB
dc.okm.discipline3142 Public health care science, environmental and occupational healthen_GB
dc.okm.discipline316 Nursingen_GB
dc.okm.discipline217 Lääketieteen tekniikkafi_FI
dc.okm.discipline3124 Neurologia ja psykiatriafi_FI
dc.okm.discipline3141 Terveystiedefi_FI
dc.okm.discipline3142 Kansanterveystiede, ympäristö ja työterveysfi_FI
dc.okm.discipline316 Hoitotiedefi_FI
dc.okm.internationalcopublicationinternational co-publication
dc.okm.internationalityInternational publication
dc.okm.typeA2 Scientific Article
dc.publisherJMIR Publications
dc.publisher.countryCanadaen_GB
dc.publisher.countryKanadafi_FI
dc.publisher.country-codeCA
dc.relation.doi10.2196/69433
dc.relation.ispartofjournalJMIR serious games
dc.relation.volume13
dc.source.identifierhttps://www.utupub.fi/handle/10024/196411
dc.titleGamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review
dc.year.issued2025

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