基于移动健康的游戏化干预对改善心血管疾病患者身体活动的有效性:随机对照试验的系统评价和荟萃分析

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-01-24 DOI:10.2196/64410
Tianzhuo Yu, Monica Parry, Tianyue Yu, Linqi Xu, Yuejin Wu, Ting Zeng, Xin Leng, Qian Tong, Feng Li
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引用次数: 0

摘要

背景:游戏化是指在非游戏环境中使用游戏设计元素。通过游戏化促进身体活动(PA)是改善生活方式和缓解心血管疾病(cvd)进展的一种新颖而有前途的途径。然而,其有效性的证据仍然好坏参半。目的:本系统回顾和荟萃分析旨在评估游戏化干预在短期和随访期间促进心血管疾病患者PA的效果,并探索最有效的游戏设计元素。方法:综合检索2010年1月1日至2024年2月3日发表的英文随机对照试验的7个电子数据库。符合条件的研究使用基于移动健康的游戏化干预措施来促进心血管疾病患者的PA或减少久坐行为。总共有2名独立审稿人筛选检索到的记录,提取数据,并使用RoB 2工具评估偏倚风险。差异由第三位审稿人解决。meta分析采用随机效应模型,Sidik-Jonkman方法经Knapp-Hartung方法调整。敏感性分析和影响分析检验了结果的稳健性,而预测区间表明异质性。使用多模型推理方法的元回归探索了最重要的游戏设计元素。采用R(4.3.2版本;R Foundation for Statistical Computing)。结果:共纳入6项随机对照试验。5项研究的荟萃分析显示,游戏化干预对短期PA的影响较小(经敏感性分析:Hedges g=0.32, 95% CI 0.19-0.45, 95%预测区间[PI] 0.02-0.62)。3项研究的荟萃分析发现,维持效果(干预结束后平均随访2.5个月)很小(Hedges g=0.20, 95% CI 0.12-0.29, 95% PI -0.01至0.41)。3项研究的荟萃分析发现,参与者每天比对照组多走696.96步(95% CI 327.80至1066.12,95% PI -121.39至1515.31)。“反馈”是最重要的游戏设计元素,其次是“阿凡达”。“结论:这项荟萃分析表明,游戏化干预有效地促进了心血管疾病患者的PA,其效果持续超过干预期,表明它们不仅仅是由游戏化的游戏性质引起的新效果。95% PI表明,未来在类似人群中实施游戏化干预将在绝大多数情况下对促进PA产生实际效果。然而,纳入的研究数量有限,表明迫切需要在这一新兴领域进行更多高质量的研究。试验注册:PROSPERO CRD42024518795;https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=518795。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

Effectiveness of Mobile Health-Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials.

Effectiveness of Mobile Health-Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials.

Effectiveness of Mobile Health-Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials.

Effectiveness of Mobile Health-Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials.

Background: Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancement of cardiovascular diseases (CVDs). However, evidence of its effectiveness remains mixed.

Objective: This systematic review and meta-analysis aimed to evaluate the efficacy of gamification interventions in promoting PA during short-term and follow-up periods in individuals with CVDs and to explore the most effective game design elements.

Methods: A comprehensive search of 7 electronic databases was conducted for randomized controlled trials published in English from January 1, 2010, to February 3, 2024. Eligible studies used mobile health-based gamification interventions to promote PA or reduce sedentary behavior in individuals with CVDs. In total, 2 independent reviewers screened the retrieved records, extracted data, and evaluated the risk of bias using the RoB 2 tool. Discrepancies were resolved by a third reviewer. Meta-analyses were performed using a random-effects model with the Sidik-Jonkman method adjusted by the Knapp-Hartung method. Sensitivity analysis and influence analysis examined the robustness of results, while prediction intervals indicated heterogeneity. A meta-regression using a multimodel inference approach explored the most important game design elements. Statistical analyses were conducted using R (version 4.3.2; R Foundation for Statistical Computing).

Results: In total, 6 randomized controlled trials were included. Meta-analysis of 5 studies revealed a small effect of gamification interventions on short-term PA (after sensitivity analysis: Hedges g=0.32, 95% CI 0.19-0.45, 95% prediction interval [PI] 0.02-0.62). Meta-analysis of 3 studies found the maintenance effect (measured with follow-up averaging 2.5 months after the end of the intervention) was small (Hedges g=0.20, 95% CI 0.12-0.29, 95% PI -0.01 to 0.41). A meta-analysis of 3 studies found participants taking 696.96 more steps per day than the control group (95% CI 327.80 to 1066.12, 95% PI -121.39 to 1515.31). "Feedback" was the most important game design element, followed by "Avatar."

Conclusions: This meta-analysis demonstrates that gamification interventions effectively promote PA in individuals with CVD, with effects persisting beyond the intervention period, indicating they are not merely novel effects caused by the game nature of gamification. The 95% PI suggests that implementing gamification interventions in similar populations in the future will lead to actual effects in promoting PA in the vast majority of cases. However, the limited number of included studies underscores the urgent need for more high-quality research in this emerging field.

Trial registration: PROSPERO CRD42024518795; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=518795.

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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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