Hypertension

A pilot randomized clinical trial of gamification to increase medication adherence

Am Heart JPublished pilot randomized controlled trial

Authors' conclusion

In this pilot randomized controlled trial, we found that a behaviorally-designed gamification intervention did not increase adherence to antihypertensive medications and statins compared with attention control. Challenges with recruiting patients with a history of poor adherence and lack of tools for automated, inexpensive, unobtrusive measurement of daily medication-taking behavior are key limitations to the deployment of gamification to increase medication adherence.

Study context

Population
Patients prescribed 1 or 2 antihypertensive medications and a statin with a recent history of nonadherence, at risk of cardiovascular diseaseenrolled and randomized (of a planned 84), 622 eligible and contacted
Participants
43 patients
Comparison
gamification vs attention control
  • gamificationn = 21
  • controln = 22
Primary endpoint
Self-reported adherence to antihypertensive medications and statins
Follow-up
18-week study period
Methodological detailssingle primary care clinic
  • Single primary care clinic

Primary result

As reported in the abstract

Self-reported adherence to antihypertensive medications and statins

Gamification

Antihypertensive medications
79.6%
Statins
80.4%

Control

Antihypertensive medications
78.6%
Statins
78.6%

Antihypertensive medications

Gamification79.6%
Control78.6%

Statins

Gamification80.4%
Control78.6%
gamification vs controlDifference between arms (95% CI)
Antihypertensive medications
1.4%(−1.2 to 3.9%)
Statins
1.8%(−2.2 to 5.9%)

Further findings

Self-reported adherence over the post-intervention follow-up period; medication adherence by SureScripts data, systolic blood pressure, low-density lipoprotein cholesterol · 4-week post-intervention follow-up period

No differences between arms

Baseline characteristics

Mean (SD) age
65 (7.2)
Women
20 (46.5%)
Black
25 (58.1%)

Original publication

A pilot randomized clinical trial of gamification to increase medication adherence. Am Heart J. Published 7 March 2026. doi:10.1016/j.ahj.2026.107419

Summarised from the published abstract; every number is checked against it

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