Digital Catalysts for Noncommunicable Disease Prevention Serious Games and Gamified Applications: Framework Design Study.

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-08-27 DOI:10.2196/69246
Christoph Aigner, René Baranyi, Thomas Grechenig
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引用次数: 0

Abstract

Background: Unhealthy behaviors can cause so-called noncommunicable diseases (NCDs), which are on the rise. Notable examples include chronic respiratory diseases, diabetes, cardiovascular diseases, and various types of cancer. They are responsible for approximately 41 million deaths annually, which accounts for a staggering 74% of all global deaths. Major risk factors include physical inactivity, the use of tobacco, unhealthy diets, the harmful use of alcohol, and poor mental health, which can be classified as modifiable behavioral risk factors. Other factors include metabolic and environmental risk factors, such as air pollution. Many individuals struggle to make informed decisions about their health, which contributes to the risk factors mentioned earlier and, ultimately, can lead to the development of one or more NCD.

Objective: This research presents design and standardization considerations to enable the exchange of medical and game data to maximize their impact and usefulness. Serious games and gamified applications that strategically use behavior change techniques and educational content can help users change their behavior on a lasting basis, thereby reducing the aforementioned NCD risk factors. Still, each of them is currently independently designed and cannot interact with other applications.

Methods: We previously developed serious games and gamified applications to prevent NCDs. These served as the foundation of an interoperable framework for NCD prevention games and applications. On the basis of a comprehensive analysis, 6 key areas were identified, ultimately leading to a framework definition that was then evaluated against the already-developed games and applications.

Results: This paper presented a novel interoperable framework to support the design and development of serious games and gamified applications that enable individuals to achieve sustainable behavior change and improve their overall health and well-being by defining 6 key areas, emphasizing interoperability, and exchanging meaningful medical and game data.

Conclusions: The framework presented in this study covers the major design and implementation aspects of NCD prevention games and applications in 6 key areas. Therefore, researchers should consider these guidelines when creating novel serious games and applications in those areas. The framework also intensively encourages the use of standards in the domain of medical informatics to ensure the semantic interoperability of patients' data produced. Thus, it promotes the exchange of meaningful data to improve patient care and anonymous data use for research.

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非传染性疾病预防的数字催化剂严肃游戏和游戏化应用:框架设计研究。
背景:不健康的行为会导致所谓的非传染性疾病(NCDs),这种疾病正在上升。值得注意的例子包括慢性呼吸道疾病、糖尿病、心血管疾病和各种类型的癌症。它们每年造成约4100万人死亡,占全球死亡总数的74%,令人震惊。主要风险因素包括缺乏身体活动、使用烟草、不健康饮食、有害使用酒精和精神健康状况不佳,这些可归类为可改变的行为风险因素。其他因素包括代谢和环境风险因素,如空气污染。许多人难以对自己的健康做出知情决定,这助长了上文提到的风险因素,并最终可能导致一种或多种非传染性疾病的发展。目的:本研究提出了设计和标准化考虑,使医疗和游戏数据的交换能够最大限度地发挥其影响和用途。策略性地使用行为改变技术和教育内容的严肃游戏和游戏化应用程序可以帮助用户持久地改变他们的行为,从而减少上述非传染性疾病的风险因素。不过,它们目前都是独立设计的,不能与其他应用程序交互。方法:我们之前开发了严肃游戏和游戏化应用程序来预防非传染性疾病。这些作为非传染性疾病预防游戏和应用程序的可互操作框架的基础。在综合分析的基础上,我们确定了6个关键领域,最终形成了一个框架定义,然后根据已经开发的游戏和应用进行评估。结果:本文提出了一个新的可互操作框架,以支持严肃游戏和游戏化应用程序的设计和开发,通过定义6个关键领域,强调互操作性,以及交换有意义的医疗和游戏数据,使个人能够实现可持续的行为改变,改善他们的整体健康和福祉。结论:本研究提出的框架涵盖了非传染性疾病预防游戏的主要设计和实施方面以及6个关键领域的应用。因此,当研究人员在这些领域创造新颖的严肃游戏和应用时,应该考虑这些指导原则。该框架还大力鼓励使用医学信息学领域的标准,以确保所产生的患者数据的语义互操作性。因此,它促进了有意义数据的交换,以改善患者护理和匿名数据用于研究。
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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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