作为医疗保健游戏化两个属性的吸引力和成就感:进化概念分析。

IF 9.3 Q1 EDUCATION, SCIENTIFIC DISCIPLINES
Hyun Kyoung Kim
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引用次数: 0

摘要

目的本研究利用罗杰斯的进化概念分析方法对医疗保健领域的游戏化进行了概念分析,以确定其属性并为其在医疗保健领域的应用提供方法。研究方法通过文献综述,从不同学术领域中得出了游戏化的定义、代用术语、前因、影响因素、属性(具有维度和特征的特点)、代用概念、后果、影响和假设。以 "游戏化 "和 "医疗保健 "为关键词,从PubMed Central、电气与电子工程师学会、计算机协会数字图书馆、研究信息共享服务和韩国研究信息服务系统等数据库中提取了在2023年8月2日至8月7日期间发表的56篇英文和韩文期刊论文。结果医疗保健中的游戏化被定义为在与健康相关的环境中应用游戏元素来改善健康结果。这一概念的属性主要分为两个方面:吸引力和成就感。通过对这一概念的属性和影响因素进行多学科分析,本文提供了在医疗干预中实施游戏化的实用策略。在制定游戏化策略时,医疗服务提供者可以参考这一分析,以确保游戏元素的使用既恰当又有效。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Attraction and achievement as two attributes of gamification in healthcare: an evolutionary concept analysis.
PURPOSE This study conducted a conceptual analysis of gamification in healthcare utilizing Rogers' evolutionary concept analysis methodology to identify its attributes and provide a method for its applications in the healthcare field. Gamification has recently been used as a health intervention and education method, but the concept is used inconsistently and confusingly. METHODS A literature review was conducted to derive definitions, surrogate terms, antecedents, influencing factors, attributes (characteristics with dimensions and features), surrogate concepts, consequences, implications, and hypotheses from various academic fields. A total of 56 journal articles in English and Korean, published between August 2 and August 7, 2023, were extracted from databases such as PubMed Central, the Institute of Electrical and Electronics Engineers, the Association for Computing Machinery Digital Library, the Research Information Sharing Service , and the Korean Studies Information Service System, using the keywords "gamification" and "healthcare." These articles were then analyzed. RESULTS Gamification in healthcare is defined as the application of game elements in health-related contexts to improve health outcomes. The attributes of this concept were categorized into two main areas: attraction and achievement. These categories encompass various strategies for synchronization, enjoyable engagement, visual rewards, and goal-reinforcing frames. CONCLUSION Through a multidisciplinary analysis of the concept's attributes and influencing factors, this paper provides practical strategies for implementing gamification in health interventions. When developing a gamification strategy, healthcare providers can reference this analysis to ensure the game elements are used both appropriately and effectively.
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来源期刊
CiteScore
9.60
自引率
9.10%
发文量
32
审稿时长
5 weeks
期刊介绍: Journal of Educational Evaluation for Health Professions aims to provide readers the state-of-the art practical information on the educational evaluation for health professions so that to increase the quality of undergraduate, graduate, and continuing education. It is specialized in educational evaluation including adoption of measurement theory to medical health education, promotion of high stakes examination such as national licensing examinations, improvement of nationwide or international programs of education, computer-based testing, computerized adaptive testing, and medical health regulatory bodies. Its field comprises a variety of professions that address public medical health as following but not limited to: Care workers Dental hygienists Dental technicians Dentists Dietitians Emergency medical technicians Health educators Medical record technicians Medical technologists Midwives Nurses Nursing aides Occupational therapists Opticians Oriental medical doctors Oriental medicine dispensers Oriental pharmacists Pharmacists Physical therapists Physicians Prosthetists and Orthotists Radiological technologists Rehabilitation counselor Sanitary technicians Speech-language therapists.
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