Jacqueline Dawson, Randall Nee, Christian Ramirez, Sharlene Reyes, David Sanchez, Tulsi Sukhadia, Andrew Bartlett
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引用次数: 0
Abstract
Background: The use of gamification in physical therapy mobile health interventions has increased rapidly in recent years, particularly with self-management of exercise in a home environment. Prior research has focused broadly on digital exergames, such as virtual reality or video games, or specifically on single concerns, such as stroke or musculoskeletal rehabilitation.
Objective: This scoping review aims to identify studies that have implemented gamification in rehabilitative interventions through mobile apps to treat all conditions addressed by physical therapists. Characteristics related to the rehabilitative process, gamification elements, and patient-related outcomes will be examined.
Methods: A literature search will be conducted on the following databases: MEDLINE (Ovid), Embase, CINAHL, PeDRO, Scopus, and Web of Science. Study inclusion criteria will be based on the PICO (Population, Intervention, Comparison, Outcome) framework, with publications describing the use of a gamified mobile app in a movement-based intervention in any area of physical therapy included. The reporting of results will adhere to PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews). A narrative synthesis of included publications will be performed.
Results: Database searches were completed in May 2024 and yielded 2148 publications, with an additional 49 records identified through manual searching of references. Title and abstract screening, full-text screening, and data extraction are expected to be completed by April 2025. The review is expected to be completed by September 2025.
Conclusions: Findings from this scoping review will provide evidence on gamified mobile apps to assist physical rehabilitation professionals with decision-making on remote interventions. Understanding game elements used in rehabilitative mobile apps may enhance patient engagement and adherence, which may ultimately improve patient-related outcomes.
Trial registration: Open Science Framework fz9nq; https://osf.io/fz9nq.
背景:近年来,游戏化在物理治疗移动健康干预中的应用迅速增加,特别是在家庭环境中自我管理运动。先前的研究主要集中在数字游戏上,如虚拟现实或视频游戏,或者专门关注单一问题,如中风或肌肉骨骼康复。目的:本综述旨在确定通过移动应用程序在康复干预中实施游戏化的研究,以治疗物理治疗师所处理的所有疾病。与康复过程、游戏化元素和患者相关结果相关的特征将被检查。方法:在MEDLINE (Ovid)、Embase、CINAHL、PeDRO、Scopus、Web of Science等数据库中进行文献检索。研究纳入标准将基于PICO(人口、干预、比较、结果)框架,包括描述在任何物理治疗领域的基于运动的干预中使用游戏化移动应用程序的出版物。结果报告将遵循PRISMA-ScR(系统评价和荟萃分析扩展范围评价的首选报告项目)。将对所包括的出版物进行叙述综合。结果:数据库检索于2024年5月完成,共获得出版物2148篇,另有49篇文献通过人工检索获得。标题及摘要筛选、全文筛选、数据提取预计于2025年4月完成。评估预计将于2025年9月完成。结论:这一范围综述的发现将为游戏化移动应用程序提供证据,以帮助物理康复专业人员在远程干预方面做出决策。了解康复手机应用程序中使用的游戏元素可以提高患者的参与度和依从性,从而最终改善与患者相关的结果。试验注册:开放科学框架fz9nq;https://osf.io/fz9nq。