Scoping Review of Gamification in Rehabilitation Care of Adults With Chronic Illnesses.

IF 2.2 4区 医学 Q1 NURSING
Hualong Ma, Qinyang Wu, Ke Hu, Jiahui Liu, Yuexin Huang, Xiaoge Liu, Qiaohong Yang
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引用次数: 0

Abstract

Background: Gamification uses game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. However, gaps remain in understanding and implementing gamification in rehabilitation care, necessitating further exploration and clarification of the best evidence for application of gamification.

Objective: To conduct a scoping review of the use of gamification in rehabilitation care for adults with chronic illnesses, summarizing the scope, forms, elements, guiding theories, effectiveness, and ease of use of gamification.

Methods: Eight databases in English or Chinese were searched from January 1, 2011, to May 20, 2024, following the standard scoping review framework.

Results: A total of 24 papers were included. Gamification was applied in the rehabilitation of endocrine, skeletal, circulatory, neurological, and cerebrovascular diseases, primarily using virtual reality and three-dimensional forms. Eight gamification elements were most commonly utilized. Positive outcomes included enhanced rehabilitation knowledge, improved attitudes, better physical function, and increased self-care ability. Most patients found gamified rehabilitation care engaging and easy to use.

Discussion: The application of gamification in adult chronic disease rehabilitation care shows great promise. However, the lack of theory-driven or longitudinal data in some studies highlights the need for more randomized controlled and longitudinal research to explore the effectiveness of gamified intervention.

游戏化在成人慢性疾病康复护理中的应用综述。
背景:游戏化使用基于游戏的机制、美学和游戏思维来吸引人们、激励行动、促进学习和解决问题。然而,在理解和实施游戏化在康复护理方面仍然存在差距,需要进一步探索和澄清游戏化应用的最佳证据。目的:对游戏化在成人慢性疾病康复护理中的应用进行范围综述,总结游戏化的范围、形式、要素、指导理论、效果及易用性。方法:检索2011年1月1日至2024年5月20日的8个中英文数据库,按照标准的范围审查框架进行检索。结果:共纳入24篇论文。游戏化主要应用于内分泌、骨骼、循环、神经和脑血管疾病的康复,主要利用虚拟现实和三维形式。最常使用的游戏化元素有8个。积极结果包括增强康复知识、改善态度、改善身体功能和提高自我照顾能力。大多数患者认为游戏化康复护理具有吸引力且易于使用。讨论:游戏化在成人慢性病康复护理中的应用前景广阔。然而,一些研究缺乏理论驱动或纵向数据,这表明需要更多的随机对照和纵向研究来探索游戏化干预的有效性。
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
Nursing Research
Nursing Research 医学-护理
CiteScore
3.60
自引率
4.00%
发文量
102
审稿时长
6-12 weeks
期刊介绍: Nursing Research is a peer-reviewed journal celebrating over 60 years as the most sought-after nursing resource; it offers more depth, more detail, and more of what today''s nurses demand. Nursing Research covers key issues, including health promotion, human responses to illness, acute care nursing research, symptom management, cost-effectiveness, vulnerable populations, health services, and community-based nursing studies. Each issue highlights the latest research techniques, quantitative and qualitative studies, and new state-of-the-art methodological strategies, including information not yet found in textbooks. Expert commentaries and briefs are also included. In addition to 6 issues per year, Nursing Research from time to time publishes supplemental content not found anywhere else.
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