The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-12-22 DOI:10.2196/39019
Xiting Huang, Xinyue Xiang, Yang Liu, Zhiqian Wang, Zhili Jiang, Lihua Huang
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引用次数: 0

Abstract

Background: Chronic disease self-management is a public health issue of worldwide concern, and gamification is an emerging strategy to improve patients' participation in chronic disease self-management. Some studies have summarized designs for the gamification of chronic disease self-management from the perspective of eHealth technology, but they have not mentioned differences in design methods, functions, and evaluation methods of gamified designs for self-management in different chronic diseases.

Objective: This scoping review aims to synthesize the characteristics of realization forms, functions, and evaluation methods in chronic disease self-management gamification to improve self-management among the chronic disease population.

Methods: We applied a methodological framework for scoping reviews and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist. As of January 7, 2023, we systematically searched 9 databases for relevant studies from January 2012 to December 2022. Related data were extracted based on the research questions. We calculated the frequencies, charted the quantitative data, and coded the extracted material for qualitative content analysis.

Results: We retrieved 16,221 records, of which 70 (0.43%) met the eligibility criteria. In the included research, the target populations for gamified designs for self-management of chronic diseases included patients with stroke, cancer, diabetes, chronic obstructive pulmonary disease, coronary heart disease, obesity, and hypertension. Almost all studies mentioned technical support for gamification (68/70, 97%), mainly in the form of active video games (58/70, 83%); however, less than half of the studies mentioned the theoretical basis for gamification (31/70, 44%). There were 37 concepts or theories relevant to gamification design, most of which were in the field of psychology or were cross-disciplinary (n=33, 89%). Gamification for the self-management of chronic diseases has been widely recognized, including for promoting physical exercise and rehabilitation training (48/99, 48%), increasing initiative for symptom management (18/99, 18%), providing psychological support (14/99, 14%), improving cognitive function (12/99, 12%), and improving medication adherence (7/99, 7%). A total of 39 studies mentioned the gamification effect; however, we did not find a unified evaluation standard.

Conclusions: This scoping review focuses on gamification designs for chronic disease self-management and summarizes the realization forms and functions of gamification in self-management for different patient populations. With practice in a gamified internet-based environment, patients can not only master the knowledge and skills of self-management in fascinating scenarios but also benefit from gaming experience and make better health-related decisions in real life. It is worth noting that a comprehensive evaluation of the users as well as a personalized and targeted intervention should be developed before gamification.

游戏化在慢性病患者自我管理中的应用:范围综述。
背景:慢性病自我管理是全世界关注的公共卫生问题,游戏化是提高患者参与慢性病自我管理的一种新兴策略。一些研究从电子健康技术的角度总结了慢性病自我管理游戏化的设计,但并未提及不同慢性病自我管理游戏化设计在设计方法、功能和评估方法上的差异:本综述旨在总结慢性病自我管理游戏化的实现形式、功能和评价方法的特点,以提高慢性病人群的自我管理水平:我们采用了范围界定综述的方法框架和 PRISMA-ScR(系统综述和 Meta 分析首选报告项目扩展范围界定综述)清单。截至 2023 年 1 月 7 日,我们在 9 个数据库中系统检索了 2012 年 1 月至 2022 年 12 月期间的相关研究。根据研究问题提取了相关数据。我们计算了频率,绘制了定量数据图表,并对提取的材料进行了编码,以便进行定性内容分析:我们检索了 16221 条记录,其中 70 条(0.43%)符合资格标准。在纳入的研究中,慢性病自我管理游戏化设计的目标人群包括中风、癌症、糖尿病、慢性阻塞性肺病、冠心病、肥胖症和高血压患者。几乎所有的研究都提到了游戏化的技术支持(68/70,97%),主要是以主动视频游戏的形式(58/70,83%);然而,只有不到一半的研究提到了游戏化的理论基础(31/70,44%)。与游戏化设计相关的概念或理论有 37 个,其中大部分属于心理学领域或跨学科领域(n=33,89%)。游戏化用于慢性病的自我管理已得到广泛认可,包括促进体育锻炼和康复训练(48/99,48%)、提高症状管理的主动性(18/99,18%)、提供心理支持(14/99,14%)、改善认知功能(12/99,12%)和改善服药依从性(7/99,7%)。共有 39 项研究提到了游戏化效应,但我们没有找到统一的评估标准:本范围综述主要关注慢性病自我管理中的游戏化设计,总结了不同患者群体自我管理中游戏化的实现形式和功能。通过在游戏化网络环境中的实践,患者不仅能在引人入胜的场景中掌握自我管理的知识和技能,还能从游戏体验中获益,在现实生活中做出更好的健康相关决策。值得注意的是,在游戏化之前,应对用户进行全面评估,并制定个性化和有针对性的干预措施。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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