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Review Article
10 (
4
); 359-366
doi:
10.25259/JMSR_105_2026

Gamification in knee osteoarthritis rehabilitation: A systematic review of clinical evidence

Department of Physiotherapy, Maharishi Markandeshwar Institute of Physiotherapy and Rehabilitation, Maharishi Markandeshwar (Deemed to be University), Mullana, Ambala, Haryana, India.

*Corresponding author: Amita S. Aggarwal, Department of Physiotherapy, Maharishi Markandeshwar Institute of Physiotherapy and Rehabilitation, Maharishi Markandeshwar (Deemed to be University), Mullana, Ambala, Haryana, India. amita15pgi@gmail.com

Licence
This is an open-access article distributed under the terms of the Creative Commons Attribution-Non Commercial-Share Alike 4.0 License, which allows others to remix, transform, and build upon the work non-commercially, as long as the author is credited and the new creations are licensed under the identical terms.

How to cite this article: Garg SA, Aggarwal AS, Taneja RS. Gamification in knee osteoarthritis rehabilitation: A systematic review of clinical evidence. J Musculoskelet Surg Res. 2026;10:359-66. doi: 10.25259/JMSR_105_2026

Abstract

Knee osteoarthritis (KOA) is a prevalent cause of pain and disability, and long-term adherence to exercise-based rehabilitation remains a significant challenge. Gamification, delivered through exergames, virtual reality (VR), and other seriousgame platforms, has been proposed to enhance motivation and optimize clinical outcomes in this population. The present study aimed to systematically synthesize the clinical evidence on gamified rehabilitation using virtual rehabilitation tools, active video games, sensor-enhanced telerehabilitation, or wearable devices with feedback in adults with KOA. Databases including PubMed, PEDro, and Embase (2015–2025) were searched for randomized controlled trials (RCTs) and clinical trials evaluating game-based, VR, or digital-feedback interventions in KOA. Studies comparing interventions to conventional exercise, usual care, or no intervention were included. Outcomes were pain (Visual Analog Scale) and functional disability (Western Ontario and McMaster Universities Osteoarthritis (OA) Index and knee injury and OA outcome score). The PEDro scoring was used to assess the quality of Methods, and the ROB2 tool was used to assess the risk of bias. Across the included trials, gamified rehabilitation was at least as effective as traditional programs and frequently yielded additional short-term improvements in pain and functional disability in individuals with KOA. Interventions were generally feasible, safe, and acceptable to patients with KOA. Gamification represents a promising adjunct to evidence-based KOA exercise therapy, particularly for improving pain and disability, but small sample sizes, weaknesses of the methods, technological heterogeneity, and scarce long-term follow-up limit current evidence. High-quality RCTs with standardized outcome sets, individual follow-up, and economic evaluations are needed to define the optimal role and cost-effectiveness of gamified rehabilitation in routine KOA care.

Keywords

Exergaming
Gamification
Knee
Osteoarthritis
Virtual reality

INTRODUCTION

Knee osteoarthritis (KOA) is the most progressive joint disease among older adults, resulting in substantial pain, stiffness, reduced mobility, limited independence, restricted activities of daily living, and diminished quality of life.[1] The rising prevalence of osteoarthritis (OA) worldwide poses an ever-increasing economic burden on the individual as well as the health care system.[2] Exercise-based rehabilitation continues to be the basic component of conservative management, recommended for pain, quality of function, and overall stability without any risk of pharmacologic and surgical interventions.[3]

Given the strong evidence for exercise as an effective treatment, one of the biggest challenges is long-term compliance with the rehabilitation program. Patients have found that traditional exercise programs, especially when accompanied by pain and fatigue, undermine motivation, resulting in less improvement. This lack of engagement resulted in lower program completion and less clinical improvement. The challenge has piqued interest in innovative, interactive rehabilitation approaches that make the process more enjoyable and improve patients’ conditions.[4]

Gamification can be defined as the incorporation of game elements that provide a challenge, feedback, and reward in health and rehabilitation.[5] Gamified exercise improves motivation and compliance, and provides physical benefits similar to or greater than those of traditional methods.[6] Technology, such as virtual reality (VR) systems, motion sensors, and mobile health applications, has made it easier to incorporate gamification into rehabilitation settings, whether in clinics or at home.[7] VR or exergames allow patients to interact with a virtual environment and perform task-specific exercises with feedback from motion sensors, sensor-enhanced digital platforms, active video games (AVG), or wearable devices.

Gamification can act as a motivation in KOA rehabilitation therapy. The use of rewards and immediate feedback in games stimulates dopamine release in the brain’s reward centers, making exercises less arduous and encouraging patients to follow through with strengthening and balance exercises.[8] This participation leads to neuroplasticity as a result of enhanced sensorimotor integration, improving proprioception, muscle activation patterns, and knee stability through interactive stimulation by VR or applications.[9]

Traditional exercise and digital rehab are encouraged for patients with KOA. Recent studies on game-based interventions focused on pain, disability, and exercise restriction exhibit heterogeneous findings, limited continuation durations, and varied outcome measures. Consequently, well-designed studies are warranted to determine the comparative effectiveness of structured gamified rehabilitation versus conventional physiotherapy in KOA.

MATERIALS AND METHODS

The Preferred Reporting Items for Systematic Review and Meta-analyses 2020 statement was followed throughout the systematic review process.[10]

Eligibility criteria

For inclusion, peer-reviewed English-language studies, randomized clinical and controlled trials with participants aged 40 years and above, physician-based diagnosis or with K-L grade 1 and above, or American College of Rheumatology criteria evaluating the effects of digital interventions (Gamified exercise, exergaming, VR-mediated rehabilitation, AVG, sensor-augmented feedback, wearable-supported programs, or digital-coaching interventions) for at least 3 weeks on KOA symptoms, focusing on pain and functional disability. Studies that concentrated on non-OA circumstances, non-balance therapies, secondary studies (reviews), gray literature, case reports and series, qualitative studies, opinion pieces, or animal research were excluded.

Literature search

Articles were searched from PubMed, Embase, and PEDro by searching for terms “Gamification” OR “Virtual reality” OR “Gamified Exercise” OR “Digital gaming” OR “Virtual Exercise” OR “Game-based training” OR “Digital intervention” OR “Digital health” OR “Exergaming” AND “Knee Osteoarthritis” OR “KOA” OR “Knee OA.” This article employs a randomized controlled trial (RCT) and a clinical trial (CT) study design. The filters applied to the search are detailed below: Results from 2015 to 2025, English-language articles, human species, and both sexes [Supplementary material 1].

Supplementary Material 1

  • P: Population – KOA

  • I: Intervention – Gamified exercise, exergaming, VR-mediated rehabilitation, AVG, sensor-augmented feedback, wearable-supported programs, or digital-coaching interventions

  • C: Comparator – Conventional group, usual care, or no therapy

  • O: Outcome – Visual Analog Scale (VAS), Western Ontario and McMaster Universities OA Index (WOMAC), Knee Injury and OA outcome score (KOOS)

  • S: Study Design: Experimental studies – Clinical and controlled trial

A reference list screening of the full-text articles was conducted to ensure that no relevant articles were missed.

Study selection and data extraction

Based on the search strategy employed, duplicates across databases were manually removed using the Rayyan software. Reviewers independently screened studies first by title and abstract, discussing any disagreements together until consensus was reached. Full-text articles were then evaluated for inclusion, with reasons for exclusion noted.[11] Two independent reviewers evaluated all included studies; any conflicts that occurred were resolved through discussion.

The reviewers independently extracted the data using a standardized Excel template to reduce bias. Data collected included study title, design, authors, participant details, sample size, intervention/comparator specifics, outcomes, duration, and key results.

Assessment of quality of methods: PEDro scale

The PEDro scale provides a validated, widely accepted method for evaluating the quality of CT methods. It includes 11 criteria that cover external validity (item 1), internal validity (items 2–9), and statistical reporting (items 10–11). Each item receives a rating of “Yes (Y),” “No (N),” or “Uncertain (?).” Trials are then classified by total score calculated manually: ≤3 indicates poor quality, 4–5 suggests fair quality, 6–8 denotes good quality, and 9–10 reflects excellent quality, with Item 1 not included in total scoring.[12]

Risk of bias (ROB) assessment: ROB 2.0 tool

RCTs were evaluated using the RoB 2 tool, which assesses key sources of bias across domains such as randomization procedures, deviations from planned interventions, missing outcome data, outcome measurement, and selection of reported results. Response options include “Yes,” “Probably yes,” “Probably no,” “No,” or “No information.” Each domain receives a rating of low ROB, some concerns, or high ROB, with an overall judgment derived from these individual assessments.[13,14]

RESULTS

Study selection

Based on the database search, 943 relevant records were selected. After removing 117 duplicates, 819 records were screened based on their abstracts and titles. Records were excluded when they were unrelated to the research question or were of a different study type. Finally, 14 full-text studies among the eligible records were assessed for eligibility based on inclusion and exclusion criteria. Of 14 studies, 6 met the eligibility criteria and were included in the systematic review [Figure 1].

Flowchart.
Figure 1: Flowchart.

Characteristics of the study

The six included trials ranged in sample size from 42 to 80 participants (median n = 60) and publication year from 2015 to 2025. Three studies used VR or exergaming platforms.[15-17] One compared AVG to traditional exercise.[18] Two employed wearable and digital-coaching approaches.[19,20] All were conducted in clinic-based or hybrid clinic-home settings. Intervention durations ranged from 10 days to 12 weeks; follow-up assessments extended from immediate post-intervention to 12 weeks. Most studies included KOA with Lawrence grades II–III, with only one study that included grade I as well [Supplementary material 2].

Supplementary Material 2

Assessment of quality of methods: PEDro scale

PEDro scores ranged from 6 to 8 out of 10. Common limitations were allocation concealment not reported (n = 4 studies), blinding of participants and therapists not reported or not possible (n = 6 studies), intention-to-treat analysis not clearly described (n = 3 studies), and incomplete follow-up in some studies. Two studies received a score of 8/10 (high-quality methods). Overall, the included trials demonstrated good methods’ objectivity, though several lacked robust reporting of blinding and allocation concealment [Table 1].

Table 1: Represents methodological quality assessment: PEDro.
Study 1 2 3 4 5 6 7 8 9 10 11 Total scoring
Plavoukou et al.[20] 1 1 1 1 0 0 0 1 0 1 1 6/10
Ozlu et al.[16] 1 1 0 1 0 0 1 1 1 1 1 7/10
Mete and Sari [17] 1 1 0 1 0 0 1 1 0 1 1 6/10
Yilmaz and Baki[15] 1 1 1 1 0 0 0 1 0 1 1 6/10
Li et al.[19] 1 1 1 1 0 1 1 1 1 1 1 8/10
Lin et al.[18] 1 1 1 1 0 0 1 1 1 1 1 8/10

PEDro: Physiotherapy Evidence Database; 1: Yes; 0: No

Risk of bias

Figure 2 presents the ROB assessment of five method domains (D1–D5) for the included studies. Overall, studies demonstrated low bias in the domains of randomization (D1), outcome measurement (D4), and missing outcome data (D3). Although concerns about bias due to deviations from intended interventions (D2) and selective reporting (D5) were frequent, several studies were rated as having some concerns or high risk, which negatively influenced their overall judgment. Two studies reported a high ROB in the selection of reported results (D5).[16,17] But one study, among the six, achieved low scores across all domains.[20] Taken together, these findings suggest that while the overall quality of the methods of the included evidence is moderate, caution is warranted when interpreting results from studies with identified high-risk domains, especially those related to intervention adherence and outcome completeness.

Risk of bias plot.
Figure 2: Risk of bias plot.

Pain outcomes

Two included trials assessed pain using a VAS.[15-17] One of the included studies specifically assessed pain using the KOOS pain subscale.[19] In another study, pain assessment was performed using the WOMAC pain subscale.[18,20]

Disability outcomes

All 6 studies assessed disability using WOMAC.[15-18,20] One study assessed disability using KOOS.[19]

Technology-enhanced programs

The present review discusses the KOA rehabilitation delivered using (a) Telerehabilitation mode, (b) VR mode, (c) AVG with exergaming mode, and (d) wearable-based technology mode.

Plavoukou et al.[20] evaluated the effectiveness of a sensor-augmented telerehabilitation platform (knee exercise postural assessment dataset [KneE-PAD]) using surface electromyography (sEMG) and inertial measurement units (IMUs). It involves delivering a structured exercise protocol through remote monitoring technology, dynamically adjusted based on patients’ biomechanical input, and providing real-time auditory and visual feedback during home-based exercise, compared with supervised in-person physiotherapy with similar exercise content over 8 weeks, with a 12-week follow-up.[20] Both groups showed clinically relevant improvements in WOMAC pain and disability that exceeded the established minimal clinically important difference (MCID) of 9–12 points for total WOMAC score;[21] however, the telerehabilitation group showed significantly greater pain and disability improvement at post-treatment and at 12-week follow-up, with larger effect sizes (Cohen’s d > 0.8), suggesting that sensor-augmented feedback may improve and maintain analgesia.

The effects of VR game-based exercises on pain and functional disability in KOA patients were investigated by Yilmaz and Baki.[15] The use of interactive simulations generated by a computer, which may be game-based, provides an opportunity for patients. The use of interactive simulations generated by a computer, which may be game-based, provides an opportunity for patients to participate in an environment that resembles the real world through visuals. At the end of treatment, a significant difference was observed between the two groups on VAS and WOMAC. Based on the minimal clinically important improvement, the changes in VAS and WOMAC (function) are clinically significant at 1.08 cm and 5.3 points for knee OA.[21] In this study, improvement in balance was also demonstrated only within the group. Ozlu et al.[16] studied the effect of VR gamified rehab added to conservative physiotherapy compared to conservative rehab alone, in a 3-week (15-session) course. VR-based game allows users to perform exercises by interacting with motion sensors and receiving auditory and visual feedback.[16] The VR group showed a significant improvement in VAS scores compared to the control group. The progress was maintained at the 7-week follow-up. For WOMAC scores, a significant improvement was observed at 3 weeks, but it did not persist through 7 weeks, as indicated by MCII values.[21] The analgesic effect was attributed to increased engagement and adherence due to gamification. Mete and Sari examined exergaming combined with conventional physiotherapy, compared with conventional physiotherapy alone, over 6 weeks (30 sessions, 5 times/week). Game-based exercises are performed in a non- to semi-immersive VR-based environment through auditory and visual stimuli.[17] Both groups showed significant improvements in pain, but the exergaming group had greater improvements in VAS and WOMAC (p < 0.05), with moderate effect sizes. This difference is clinically significant too, based on MCII values for VAS (10.8 mm)[21] and the MCID value of WOMAC (9–12 points).

Lin et al. investigated the impact of AVG on pain and disability as measured by WOMAC in patients with KOA. Both therapeutic exercises and AVG showed equal efficacy in pain relief in patients with KOA.[18] An active video game, a form of exergaming, where patients perform physical actions while receiving visual or auditory cues. However, AVG showed greater efficacy in dynamic balance, physical function, and overall physical health than therapeutic exercises.

A 12-week multifaceted wearable-based intervention delivered immediately (Fitbit tracking, FitViz application, and motivational counseling by a physical therapist) compared to a delayed intervention (control by newsletter) at 12 weeks was investigated by Li et al.[19] It involves the use of a wearable device (Fitbit Flex 2 wristband) and counseling, patient education with visual feedback in both groups. The multifaceted wearable-based intervention did not lead to significantly greater improvements in the KOOS pain and disability subscale at 13 weeks in either group, indicating that although pain might be alleviated over time, the primary benefit of the wearable intervention lay in its impact on activity behavior rather than joint pain.[20]

Brief conventional programs

Conventional physiotherapy for KOA typically involves strengthening exercises, as well as patient education and self-management techniques.[22] The exercise protocol included knee range-of-motion exercises, quadriceps and hamstring stretching, isometric quadriceps strengthening, resisted active knee flexion and extension, and balance training (e.g., on a balance board or trampoline).[15] In some exercise programs, electrotherapy modalities such as hot or cold packs, therapeutic ultrasound, and transcutaneous electrical nerve stimulation were incorporated.[16] Other components included terminal knee extension, elastic-band leg press, functional lower-limb and gait exercises, cycling at 40–60% of heart rate reserve, and a stretching cool-down.[17] Strengthening exercises were progressed with sandbags and Thera-Bands, usually done for 5–10 repetitions in 3–5 sets.[18]

Safety and feasibility

The trials reported some adverse events. The most common were transient events: Mild nausea or headache in VR groups (reported by 2–3 participants as mild dizziness, fall, muscle cramp, muscle pain in early VR sessions (reported anecdotally), and minor increases in pain during the first 1–2 sessions of active video game or exergaming (expected transient responses).[16,19] No serious adverse events (hospitalizations, falls, fractures) were reported.[15,18] Two studies did not report whether patients experienced side effects.[17,20] All studies reported that interventions were feasible and acceptable in patients with KOA.

DISCUSSION

The study aimed to identify existing evidence on the implementation of gamified rehabilitation in real-world settings for people with KOA and to provide an overview of the types of wearable technology, VR, and exergames used in such settings. It revealed that gamified rehabilitation for KOA resulted in greater improvements in pain and functional performance. Except for Li et al.’s [19] study, all included studies in the review reported clinically and statistically significant results within or between groups for gamified rehabilitation.

The telerehabilitation group in the Plavoukou et al.[20] study demonstrated clinically meaningful improvements in WOMAC pain (25.1 ± 10.6–8.9 ± 8.9) and function (87.5 ± 43.4–33.1 ± 31.5), with significant group × time interactions favoring the KneE-PAD intervention (p < 0.05). Such functional gains promote patient engagement and adherence. Yilmaz and Baki (2021)[15] found that VR-based rehabilitation significantly reduced VAS scores from 7.32 ± 1.86 to 2.80 ± 1.73 and WOMAC scores from 50.04 ± 14.67 to 16.48 ± 11.34 compared with conventional physiotherapy (p < 0.05). It promotes patient motivation and compliance with the exercise program due to its ease of implementation. Likewise, Ozlu et al. (2022)[16] demonstrated significantly lower VAS and WOMAC scores in the VR group at both the 3rd- and 7th-week follow-up assessments (p = 0.005 and p = 0.000), confirming the positive effect of gamified rehabilitation on pain and disability in knee OA. The study suggests conservative, disease-specific gamification through VR glasses as an effective and safe approach for KOA treatment. The Mete and Sari[17] study showed reductions in pain scores, with the exergaming group showing median VAS decreases from 32.2 to 10 and WOMAC decreases from 19.7 to 7.6. The study results suggest that exergames decrease the pain perception, further reducing the fear of movement and improving postural stability. Finally, Lin et al.[18] found improvements in pain (p = 0.04) and physical functional performance (p = 0.179), measured by WOMAC, with the use of AVG, which also provides real-time feedback and is easily applicable.

VR-based exercise therapy significantly reduces chronic pain in patients with KOA by regulating neural excitability, distracting patients from pain perception through visual, auditory, and somatosensory stimulation, and improving pain-inhibition pathways. Immersive VR is more effective than non-immersive VR due to its high sensory immersion.[23]

Use of wearable sensors in KOA targets peripheral nociceptor sensitization from synovial inflammation and nerve growth factor-driven C-fiber hyperalgesia, alongside central sensitization involving dorsal horn wind-up and prefrontal cortical remodeling that amplifies allodynia, and neuromuscular dysregulation, such as arthrogenic muscle inhibition, causing quadriceps weakness.[24] The addition of innovative technology, namely smartphone-based exergaming combined with a wearable knee sensor, improves outcomes in non-operative care for KOA. This trial demonstrated that visual feedback from the wearable sensor, combined with smartphone exergaming, led to a substantial reduction in knee pain at rest and with activity, as well as improvements in quadriceps strength, range of motion, physical function, and functional measures, all of which outperformed conventional quadriceps strengthening exercises.[22]

Another scoping review by Cudejko et al.[25] has identified wearable sensor technology, primarily accelerometers, as a promising approach for real-world management of KOA. These devices accurately track activity data, including steps and sedentary behavior. It promotes exercise compliance, which, in turn, indirectly benefits pain and functional disability by promoting long-term behavioral modification. However, drawbacks include inconsistent data analysis, poor validity, limited representation of patients with severe disease, high cost, and a lack of user data.[25] Devices such as Hu et al.’s[26] multimodal system (sEMG, IMUs, pressure sensors) and Ma et al.[27] SyncKnee stretch sensors provide real-time biofeedback on swelling, gait asymmetries, co-contraction, and fatigue, interrupting ectopic afferent firing and inflammatory cascades while normalizing proprioceptive input to counter maladaptive neuroplasticity.[26,27] This closed-loop approach restores motoneuron excitability, enhances exercise adherence, and reduces biomechanical overload, yielding significant pain relief (VAS scores) and improved functional disability (WOMAC) through sustained neuromuscular gains. In the present reviewand Li et al.[19] and Plavoukou et al.[20] found that wearable sensors improve exercise and movement adherence, leading to reductions in pain and functional disability through sustained behavioral changes and goal setting.[19,20] Both studies showed good adherence rates, with Plavoukou et al.[20] suggesting the use of digital logs rather than self-reports. Furthermore, a study by Mete and Sari[17] suggests that the elderly face difficulty with digital interventions due to less awareness and limited experience.

The meta-analysis by Rooney et al.[28] indicates that VR interventions are effective in reducing pain intensity, with moderate-to-large effects (e.g., SMD = −0.78 for procedural pain).[28] VR achieves this by distracting the patient and using cognitive resources to influence pain perception through neural pathways, such as the anterior cingulate cortex. Furthermore, in the study conducted by Yilmaz and Baki,[15] patients undergoing VR game-based exercise in addition to conventional therapy demonstrated immersive experiences that could potentially assist in pain reduction by providing a central mechanism for pain modulation, such as distracting the patient from pain and reducing pain sensitization. The RCT by Ozlu et al.[16] shows that a gamified VR rehabilitation program significantly reduces pain (VAS) and disability (WOMAC) in patients with KOA compared with conventional therapy after 7 weeks. Another systematic review conducted in 2025 reported that digital interventions in KOA rehabilitation before total knee arthroplasty improve pain and functional disability and increase adherence rates.[29] The study by Lin et al. reported complete adherence in the AVG group and 93% in the therapeutic exercises group.[18]

As noted by Plavoukou et al.,[30] who conducted a systematic review and meta-analysis of chronic musculoskeletal disorders, including OA, improvements in pain and functional disability, as well as increased patient motivation, were observed with VR, AR, and exergaming. Furthermore, studies have shown that exergames and AVG have promising results in improving physical function and balance in older adults.[31,32]

The systematic review of eight RCTs (n = 401, primarily KOA) shows that exergames significantly improve pain and functional disability compared to conventional rehabilitation. Non-immersive exergames demonstrated superiority over controls because gamification enhances patient engagement and compliance.[33] Conventional physical therapy with AVG reports a decrease in pain with improved functional disability.[34] Mete and Sari suggest that exergaming with audiovisual feedback enhances analgesic effects beyond those of conventional electrotherapy and exercise.[17]

The clinical implication of the review is that gamification serves as an effective adjunct with conventional therapy in the rehabilitation of knee OA. The review provides a comprehensive synthesis of digital interventions – including VR, exergames, and sensor-augmented platforms – that can enhance patient motivation and clinical outcomes, such as pain and functional disability, as well as balance and psychosocial outcomes. A notable clinical advantage is the enhancement of patient motivation, engagement, and adherence, all of which are essential for long-term rehabilitation success. As a real-time feedback and interactive training, clinicians can adopt a tailored protocol based on patient-specific factors. Future studies that emphasize long-term adherence, protocols, and integration into routine practice are warranted.

The strength of the review is that it captures the most current evidence regarding exergames, including advanced telerehabilitation platforms for knee OA rehabilitation. Furthermore, the use of PEDro and the ROB tool for risk-of-bias assessment provides a transparent, standardized evaluation of the current literature. By focusing on the “motivation” aspect of rehabilitation, it offers a practical path to improving the quality of life for the aging KOA population.

The limitation of the present review is that it included studies available with full text, and authors were not contacted for any missing information. Furthermore, only a small number of studies (n = 6) were included, with significant technological heterogeneity, making meta-analysis impossible. Moreover, potential publication bias due to short follow-up durations and the inclusion of only English-language studies could introduce language bias.

CONCLUSION

Gamification represents a promising adjunct to evidence-based KOA exercise therapy, particularly for improving pain and functional disability.

Recommendations:

Gamified and technology-enhanced rehabilitation represent promising adjuncts, not replacements, for evidence-based exercise. Patients with poor adherence to conventional physiotherapy, high fear-avoidance, or specific balance deficits may benefit in particular. Clinicians should evaluate the availability of local resources (e.g., the cost of VR systems, wearable devices, and telehealth infrastructure) and patient preferences before recommending technology-enhanced programs. When implemented thoughtfully, these approaches may extend reach, enhance engagement, and improve adherence – translating into better long-term outcomes.

Authors’ contributions:

SAG: Conceived, designed, drafted the work, collected the data, and agreed on the final draft; ASA: Conceived, designed, drafted the work, collected, analyzed, organized the data, reviewed the initial draft, and prepared an agreement to the final draft of the article; RST: Conceived, designed, drafted work, analyzed and interpreted the data, prepared the initial draft, reviewed and agreed on the final draft. All authors have critically reviewed and approved the final draft and are responsible for the manuscript’s content and similarity index.

Ethical approval:

Institutional Review Board approval is not required.

Declaration of patient consent:

Patient’s consent is not required as there are no patients in this study.

Use of artificial intelligence (AI)-assisted technology for manuscript preparation:

The authors confirm that there was no use of AI-assisted technology for assisting in the writing or editing of the manuscript and no images were manipulated using AI.

Conflicts of Interest:

There are no conflicting relationships or activities.

Financial support and sponsorship: This study did not receive any specific grant from funding agencies in the public, commercial, or not-for-profit sectors.

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