Preliminary Efficacy of a Gamified Mobile App for Promoting Self-Health Management Among Nurses in the Post-COVID Era: Single-Group Pre-Post Study.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-07-03 DOI:10.2196/66262
Shao Huan Hsu, Li Jung Lu, Pei Chin Chou
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引用次数: 0

Abstract

Background: The COVID-19 pandemic has significantly affected health care professionals, especially nurses, who have experienced elevated levels of stress, burnout, and physical health challenges. In the postpandemic era, supporting their well-being is crucial. Gamification, which is the application of game design elements in nongame contexts, has emerged as a promising strategy to promote engagement in health behaviors. This study explores the use of a gamified mobile app to support self-health management among nurses recovering from the COVID-19 experience.

Objective: This study aimed to evaluate the preliminary efficacy of a gamified mobile app for promoting self-health management among nurses who experienced the COVID-19 pandemic. The study examined whether gamification could enhance engagement, improve physical health outcomes, and encourage sustainable behavior change.

Methods: A single-arm pre-post intervention study was conducted using a user-centered design. The app was developed based on the Octalysis framework and goal-setting theory, incorporating personalized exercise prescriptions and health monitoring features. Nurses from a regional hospital in Hsinchu, Taiwan, participated in the 8-week intervention. Data were collected through interviews, pre- and postintervention surveys, and app usage analytics. Key outcomes included changes in step counts, BMI, and user engagement.

Results: After the intervention, BMI classification improved significantly. The proportion of participants classified as obese decreased from 38.5% (90/234) to 13.7% (32/234), and the proportion of those classified as overweight increased from 24.8% (58/234) to 34.6% (81/234). Overall, the combined proportion of overweight or obese participants declined from 63.2% (148/234) to 48.3% (113/234), and that of participants with normal BMI increased from 18.4% (43/234) to 33.8% (79/234) (χ24=29.98; P<.001). Octalysis tool results showed strong motivational engagement, with the highest scores in development and accomplishment (mean 7.29), epic meaning and calling (mean 7.05), and empowerment of creativity and feedback (mean 6.55).

Conclusions: The gamified mobile app demonstrated promising efficacy in enhancing self-health management among nurses in the post-COVID era by increasing physical activity and improving BMI. Gamification elements, such as achievement, purpose, and feedback, were effective in sustaining engagement. Further studies are recommended to assess long-term outcomes and broader applicability.

游戏化移动应用程序促进后covid时代护士自我健康管理的初步效果:单组前后研究
背景:2019冠状病毒病大流行严重影响了卫生保健专业人员,特别是护士,他们经历了更高水平的压力、倦怠和身体健康挑战。在大流行后时代,支持他们的福祉至关重要。游戏化,即游戏设计元素在非游戏环境中的应用,已成为促进健康行为参与的一种有前景的策略。本研究探讨了使用游戏化移动应用程序来支持从COVID-19经历中恢复的护士的自我健康管理。目的:本研究旨在评估游戏化移动应用程序对经历COVID-19大流行的护士自我健康管理的初步效果。该研究调查了游戏化是否可以提高参与度,改善身体健康状况,并鼓励可持续的行为改变。方法:采用以用户为中心的设计进行单臂干预前后研究。该应用程序是基于Octalysis框架和目标设定理论开发的,结合了个性化运动处方和健康监测功能。来自台湾新竹地区医院的护士参与了为期8周的干预。通过访谈、干预前和干预后调查以及应用程序使用分析收集数据。主要结果包括步数、BMI和用户参与度的变化。结果:干预后BMI分级明显改善。肥胖的比例从38.5%(90/234)下降到13.7%(32/234),超重的比例从24.8%(58/234)上升到34.6%(81/234)。总体而言,超重或肥胖参与者的综合比例从63.2%(148/234)下降到48.3% (113/234),BMI正常参与者的综合比例从18.4%(43/234)上升到33.8% (79/234)(χ24=29.98;结论:游戏化移动应用程序通过增加身体活动和改善BMI,在增强后冠状病毒时代护士自我健康管理方面显示出良好的效果。成就、目标和反馈等游戏化元素能够有效地维持用户粘性。建议进一步研究以评估长期结果和更广泛的适用性。
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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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