Table 3 Game attributes from selected studies.

From: Gamified eHealth interventions for health promotion and disease prevention in children and adolescents: a scoping review

Study

Action language

Assessment

Conflict/

Challenge

Control

Environ-ment

Game fiction

Human interaction

Immersion

Rules/Goals

Alsaleh & Alnanih (2020)

 

x

x

x

   

x

x

Cates et al. (2020)

 

x

x

x

x

x

 

x

x

González et al. (2016)

x

x

x

x

x

x

x

x

x

Goyal et al. (2017)

x

x

x

x

  

x

 

x

Haruna et al. (2018)

x

x

x

 

x

   

x

Jia et al. (2020)

 

x

x

     

x

Melero-Cañas et al. (2021)

 

x

x

 

x

x

x

 

x

Patricio et al. (2020)

x

x

x

   

x

x

x

Putnam et al. (2018)

x

x

x

x

x

x

 

x

x

Pyky et al. (2017)

x

x

x

 

x

 

x

 

x

Ryu et al. (2018)

x

x

x

x

x

x

 

x

x

Stapinski et al. (2018)

x

x

x

x

x

x

 

x

x

Vepsäläinen et al. (2022)

 

x

x

 

x

 

x

 

x

Wengreen et al. (2021)

 

x

x

 

x

x

x

 

x

Zolfaghari et al. (2021)

 

x

x

x

   

x

x