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Currently submitted to: JMIR Serious Games

Date Submitted: Apr 5, 2026
Open Peer Review Period: Apr 10, 2026 - Jun 5, 2026
(currently open for review)

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

Gamification in Virtual Communities of Practice in Healthcare: Systematic Review

  • Florence Kashora; 
  • Shamini Muralitharan; 
  • Tariniya Vijay; 
  • Kanika Kirupakaran; 
  • Zahra Sheikh; 
  • Lee Smith; 
  • Usman Jaffer

ABSTRACT

Background:

Virtual Communities of Practice (vCoPs) provide collaborative spaces where healthcare professionals and patients can exchange knowledge, experiences, and support. Gamification—the application of game design elements in non-game contexts—is increasingly being integrated into digital health platforms to improve engagement. However, the effectiveness of gamification within healthcare-focused virtual communities of practice (vCoPs) remains unclear.

Objective:

To evaluate how gamification has been implemented within healthcare vCoPs.

Methods:

A systematic search of eight databases (Medline, CINAHL, Embase, Scopus, Web of Science, PsycInfo, ERIC, Global Health) identified studies published from 2000 onwards. Eligible studies reported empirical evaluations of healthcare-related vCoPs incorporating at least one gamification feature. Titles, abstracts, and full texts were screened independently by four reviewers . Data extraction and risk-of-bias assessment followed PRISMA 2020 guidance . Due to heterogeneity in study designs and outcomes, results were synthesised narratively.

Results:

Of 890 records identified, 269 duplicates were moved, and 621 unique studies were screened and four studies met inclusion criteria. Designs included one quasi-experimental study, two mixed-methods studies, and one cluster randomised controlled trial. Gamification elements across studies included badges, levels, points, challenge-based tasks, and interactive simulations. Educational and professional-development vCoPs reported improvements in engagement, participation, and self-reported learning. The patient-facing intervention demonstrated improved adherence to the Mediterranean diet but no changes in activation, mental health, quality of life, physical activity, or medication adherence.

Conclusions:

Gamification within healthcare vCoPs shows potential to enhance engagement and perceived value, particularly in educational and professional settings. Evidence for broader behaviour change or clinical impact remains limited. Further rigorous trials with standardised gamification components and longer follow-up are required to assess effectiveness and scalability. Clinical Trial: This review was registered on PROSPERO, an international prospective register of systematic review (February 2025, reference CRD420251242967).


 Citation

Please cite as:

Kashora F, Muralitharan S, Vijay T, Kirupakaran K, Sheikh Z, Smith L, Jaffer U

Gamification in Virtual Communities of Practice in Healthcare: Systematic Review

JMIR Preprints. 05/04/2026:97215

DOI: 10.2196/preprints.97215

URL: https://preprints.jmir.org/preprint/97215

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