The Impact of Gamified Interventions on the Management of Chronic Obstructive Pulmonary Disease: Systematic Literature Review.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-05-30 DOI:10.2196/69510
Jinsong Chen, Tingzhong Yang, Qilian He, Mingli Pang, Ying Cao, Zheng Liu, Linfei Li, Hsing-I Liu, Christopher Bullen
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引用次数: 0

Abstract

Background: Chronic obstructive pulmonary disease (COPD) requires consistent sustained management, including regular physical activity, pulmonary rehabilitation, and self-care adherence. Despite strong clinical guidelines, patient engagement remains a major challenge, leading to suboptimal disease control and increased health care use. Gamified interventions have emerged as potential tools to improve adherence, motivation, and outcomes in chronic disease management. However, their effectiveness and implementation in COPD remain underexplored.

Objective: This review synthesizes current evidence on gamified interventions for COPD management to evaluate their effectiveness, focusing on patient engagement, physical outcomes, and quality of life.

Methods: We conducted a systematic search in PubMed, Scopus, Web of Science, Embase, IEEE Xplore, Cochrane Library, and China National Knowledge Infrastructure for studies published from January 2014 to October 2024. Only original studies involving trials (both randomized controlled trials [RCTs] and non-RCTs), intervention studies, feasibility studies, cross-sectional surveys, or qualitative studies were included.

Results: A total of 29 studies met the inclusion criteria: 11 (38%) RCTs; 7 (24%) pilot studies; 5 (17%) observational studies (including qualitative studies); and 6 (21%) other studies using gamified technologies such as virtual reality, exergames, and mobile apps. Compared to nongamified methods, gamified interventions provided an engaging, home-based alternative for COPD management, supporting long-term rehabilitation. Gamification features such as real-time feedback, adaptive challenges, and personalized goals increased patient adherence and motivation, with high engagement seen in virtual reality and exergame-based interventions, and showed notable improvements in COPD management, enhancing exercise tolerance, self-management, and symptom control. However, most of the studies (22/29, 76%) were of short duration, with small sample sizes.

Conclusions: Gamified COPD management tools offer flexibility and empower patients to self-manage their condition, potentially reducing the need for clinic visits. Gamified interventions show promise in COPD management, although current studies have methodological limitations. Future research should focus on conducting larger trials to assess the sustained impact of gamified interventions on COPD outcomes; developing culturally relevant adaptations to enhance the global applicability of these interventions; and collaborating with patients, clinicians, and game developers to make the interventions more engaging and effective.

游戏化干预对慢性阻塞性肺疾病管理的影响:系统文献综述。
背景:慢性阻塞性肺疾病(COPD)需要持续的管理,包括规律的身体活动、肺部康复和自我保健依从性。尽管有强有力的临床指导方针,但患者参与仍然是一个主要挑战,导致疾病控制不佳和卫生保健使用增加。游戏化干预已成为改善慢性疾病管理依从性、动机和结果的潜在工具。然而,它们在COPD中的有效性和实施仍未得到充分探索。目的:本综述综合了目前COPD管理游戏化干预的证据,以评估其有效性,重点关注患者参与、身体结果和生活质量。方法:系统检索PubMed、Scopus、Web of Science、Embase、IEEE explore、Cochrane Library和中国国家知识基础设施数据库2014年1月至2024年10月发表的研究。仅纳入涉及试验(随机对照试验[rct]和非rct)、干预研究、可行性研究、横断面调查或定性研究的原始研究。结果:共有29项研究符合纳入标准:11项(38%)随机对照试验;7项(24%)试点研究;5项(17%)观察性研究(包括定性研究);6项(21%)其他研究使用游戏化技术,如虚拟现实、游戏和移动应用程序。与非游戏化方法相比,游戏化干预提供了一种有吸引力的、以家庭为基础的COPD管理替代方案,支持长期康复。游戏化功能,如实时反馈、适应性挑战和个性化目标,增加了患者的依从性和动机,在虚拟现实和基于游戏的干预中可以看到高参与度,并且在COPD管理方面表现出显着改善,增强了运动耐受性、自我管理和症状控制。然而,大多数研究(22/29,76%)持续时间短,样本量小。结论:游戏化COPD管理工具提供了灵活性,使患者能够自我管理自己的病情,潜在地减少了门诊就诊的需要。尽管目前的研究存在方法学上的局限性,但游戏化干预在COPD管理中显示出希望。未来的研究应侧重于开展更大规模的试验,以评估游戏化干预对COPD结局的持续影响;制定与文化相关的适应措施,以增强这些干预措施的全球适用性;并与患者、临床医生和游戏开发者合作,使干预措施更具吸引力和有效性。
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
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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