促进患有慢性病的青少年心理健康的严肃游戏:范围界定综述

IF 1 Q4 PSYCHIATRY
Yi Wu, Tianxue Long, Jing Huang, Yiyun Zhang, Qi Zhang, Jiaxin Zhang, Mingzi Li
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引用次数: 0

摘要

目的 本研究旨在对现有的旨在促进患有慢性疾病的青少年心理健康的严肃游戏进行综述。 设计/方法/途径 本研究根据乔安娜-布里格斯研究所(Joanna Briggs Institute)的指南和《系统综述和元分析首选报告项目》(Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews)进行了综述。从开始到2023年2月12日,在PubMed、Scopus、Web of Science、Cochrane Library、护理和专职医疗文献累积索引、PsycINFO、中国国家知识基础设施万方数据库、中国科技期刊VIP数据库和SinoMed等数据库中进行了检索。结果共纳入了14项关于改善慢性病青少年心理健康的研究(描述了14个严肃游戏)。在所有被收录的游戏中,有 12 款游戏没有采用任何理论框架或模式。适用于严肃游戏的主要疾病是癌症、1 型糖尿病和自闭症谱系障碍。就干预性研究而言,半数以上的研究类型为可行性试验或试点试验。此外,每个实验中严肃游戏的用量也不尽相同。原创性/价值青春期是人一生中身心发展的关键时期。在这一时期被诊断出患有慢性疾病,将给青少年及其家庭带来巨大的创伤。为促进健康青少年的心理健康,人们开发并应用了严肃游戏干预措施。据作者所知,本研究是首次对促进慢性病青少年群体心理健康的严肃游戏进行范围性回顾。同时,本研究还对严肃游戏的要素进行了提取和定性分析。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Serious games for mental health promotion in adolescents with chronic diseases: a scoping review
Purpose This study aims to synthesize the existing serious games designed to promote mental health in adolescents with chronic illnesses. Design/methodology/approach This study conducted a review following the guidelines of Joanna Briggs Institute and Preferred Reporting Items for Systematic reviews and Meta-Analyses extension for Scoping Reviews. Searches were conducted in databases PubMed, Scopus, Web of Science, Cochrane Library, cumulative index to nursing and allied health literature, PsycINFO, China national knowledge infrastructure Wanfang, VIP Database for Chinese Technical Periodicals and SinoMed from inception to February 12, 2023. Findings A total of 14 studies (describing 14 serious games) for improving the mental health of adolescents with chronic diseases were included. Of all the included games, 12 were not described as adopting any theoretical framework or model. The main diseases applicable to serious games are cancer, type 1 diabetes and autism spectrum disorder. For interventional studies, more than half of the study types were feasibility or pilot trials. Furthermore, the dosage of serious games also differs in each experiment. For the game elements, most game elements were in the category “reward and punishment features” (n = 50) and last was “social features” (n = 4). Originality/value Adolescence is a critical period in a person’s physical and mental development throughout life. Diagnosed with chronic diseases during this period will cause great trauma to the adolescents and their families. Serious game interventions have been developed and applied to promote the psychological health field of healthy adolescents. To the best of the authors’ knowledge, this study is the first to scope review the serious game of promoting mental health in the population of adolescents with chronically ill. At the same time, the current study also extracted and qualitatively analyzed the elements of the serious game.
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来源期刊
CiteScore
2.20
自引率
8.30%
发文量
32
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