{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2026,4,11]],"date-time":"2026-04-11T23:02:15Z","timestamp":1775948535105,"version":"3.50.1"},"reference-count":76,"publisher":"JMIR Publications Inc.","content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":["Interact J Med Res"],"abstract":"<jats:sec>\n                    <jats:title>Background<\/jats:title>\n                    <jats:p>Oral health is a determinant of overall well-being and quality of life. Individual behaviors, such as oral hygiene and dietary habits, play a central role in oral health. Motivation is a crucial factor in promoting behavior change, and gamification offers a means to boost health-related knowledge and encourage positive health behaviors.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Objective<\/jats:title>\n                    <jats:p>This study aims to evaluate the impact of gamification and its mechanisms on oral health care of children and adolescents.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Methods<\/jats:title>\n                    <jats:p>A systematic search covered multiple databases: PubMed\/MEDLINE, PsycINFO, the Cochrane Library, ScienceDirect, and LILACS. Gray literature, conference proceedings, and WHOQOL internet resources were considered. Studies from January 2013 to December 2022 were included, except for PubMed\/MEDLINE, which was searched until January 2023. A total of 15 studies were selected following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The eligibility criteria were peer-reviewed, full-text, and empirical research related to gamification in oral health care, reports of impact, and oral health care outcomes. The exclusion criteria encompassed duplicate articles; unavailable full texts; nonoriginal articles; and non\u2013digital game\u2013related, non\u2013oral health\u2013related, and protocol studies. Selected studies were scrutinized for gamification mechanisms and outcomes. Two main questions were raised: \u201cDoes gamification in oral health care impact oral health?\u201d and \u201cDoes oral health care gamification enhance health promotion and literacy?\u201d The PICO (Patient, Intervention, Comparison, Outcome) framework guided the scoping review.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Results<\/jats:title>\n                    <jats:p>Initially, 617 records were obtained from 5 databases and gray literature sources. After applying exclusion criteria, 15 records were selected. Sample size in the selected studies ranged from 34 to 190 children and adolescents. A substantial portion (11\/15, 73%) of the studies discussed oral self-care apps supported by evidence-based oral health. The most clearly defined data in the apps were \u201cbrushing time\u201d (11\/11, 100%) and \u201cdaily amount brushing\u201d (10\/11, 91%). Most studies (11\/15, 73%) mentioned oral health care behavior change techniques and included \u201cprompt intention formation\u201d (11\/26, 42%), \u201cproviding instructions\u201d (11\/26, 42%), \u201cproviding information on the behavior-health link\u201d (10\/26, 38%), \u201cproviding information on consequences\u201d (9\/26, 35%), \u201cmodeling or demonstrating behavior\u201d (9\/26, 35%), \u201cproviding feedback on performance\u201d (8\/26, 31%), and \u201cproviding contingent rewards\u201d (8\/26, 31%). Furthermore, 80% (12\/15) of the studies identified game design elements incorporating gamification features in oral hygiene applications. The most prevalent gamification features were \u201cideological incentives\u201d (10\/12, 83%) and \u201cgoals\u201d (9\/16, 56%), which were found in user-specific and challenge categories, respectively.<\/jats:p>\n                  <\/jats:sec>\n                  <jats:sec>\n                    <jats:title>Conclusions<\/jats:title>\n                    <jats:p>Gamification in oral health care shows potential as an innovative approach to promote positive health behaviors. Most studies reported evidence-based oral health and incorporated oral health care behavior change techniques.<\/jats:p>\n                  <\/jats:sec>","DOI":"10.2196\/35132","type":"journal-article","created":{"date-parts":[[2023,11,8]],"date-time":"2023-11-08T09:54:03Z","timestamp":1699437243000},"page":"e35132","source":"Crossref","is-referenced-by-count":17,"title":["Gamification and Oral Health in Children and Adolescents: Scoping 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