帕金森病运动康复技术设备的游戏化整合:范围综述。

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-07-04 DOI:10.2196/69433
Pere Bosch-Barceló, Oriol Martínez-Navarro, Maria Masbernat-Almenara, Carlos Tersa-Miralles, Anni Pakarinen, Helena Fernández-Lago
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引用次数: 0

摘要

背景:帕金森病(PD)是一种全球范围内快速发展的神经系统疾病。虽然物理治疗和运动是有效的干预措施,但增加动机方面的改善依从性可能对PD患者有益。将技术设备纳入运动康复,再加上游戏化元素,可以增强康复的相关性,缓解运动症状。目的:本综述的目的是识别和分类PD运动康复中使用的整合游戏化元素的技术设备,并描述在此背景下使用这些设备和元素的理由。方法:我们按照乔安娜布里格斯研究所提出的框架,以及PRISMA-ScR(系统评价和荟萃分析扩展范围评价的首选报告项目)指南进行了范围评价。主要的健康科学数据库(MEDLINE, EMBASE, Scopus, Cochrane, Web of science, PsycINFO和Epistemonikos)被系统检索。如果他们使用游戏化元素进行PD运动症状康复的技术干预,则纳入相关研究。根据已建立的框架提取和分类游戏化元素,并使用内容分析来审查使用整合游戏化技术的理由。结果:共检索到4451项研究。摘要和全文筛选后,有81项研究符合数据提取条件。该分析在研究中确定了453个游戏化元素,其中开发和成就是最突出的核心驱动力。进度/反馈是最常用的元素(79% / 81,98%的研究),其次是分数(70% / 81,86%)和级别/进展(66% / 81,81%)。其他值得注意的元素包括徽章、排行榜和定制,而一些核心驱动因素,如所有权和占有,则缺乏报告元素。大多数干预措施是通过商业视频游戏机提供的(33/ 81,41 %),其次是基于计算机的系统(32/ 81,40 %)。基于平板电脑的应用程序和综合康复平台分别占11%(9/81)和10%(8/81)的研究。技术的预期作用是明确的,但有意使用游戏化很少。结论:本综述强调了游戏化技术在PD患者运动症状康复中的广泛应用。然而,它也强调了理解和证明游戏化机制的关键差距。目前的情况严重依赖于商业电子游戏,强调基于性能的体验,缺乏理论基础。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamification Integration in Technological Devices for Motor Rehabilitation in Parkinson Disease: Scoping Review.

Background: Parkinson disease (PD) is a rapidly growing neurological condition worldwide. While physiotherapy and exercise are effective interventions, the addition of motivational aspects that improve adherence could be beneficial for people with PD. Incorporating technological devices into motor rehabilitation, coupled with gamification elements, could enhance the relevance of rehabilitation and alleviate motor symptoms.

Objective: The aim of this scoping review was to identify and classify the technological devices that integrate gamification elements used in motor rehabilitation in PD, and to describe the justification behind the use of these devices and elements in this context.

Methods: We conducted a scoping review following the framework proposed by Joanna Briggs Institute, along with the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) guidelines. Major health science databases (MEDLINE, EMBASE, Scopus, Cochrane, Web of Science, PsycINFO, and Epistemonikos) were systematically searched. Relevant studies were included if they used technological interventions with gamification elements for motor symptom rehabilitation in PD. Gamification elements were extracted and categorized based on established frameworks, and content analysis was used to review the justifications for the use of technologies integrating gamification.

Results: A total of 4451 studies were retrieved from the search. After the abstract and full-text screening, 81 studies were eligible for data extraction. The analysis identified 453 gamification elements across studies, with development and accomplishment being the most prominent core drive. Progress/feedback was the most frequently used element (79/81, 98% of studies), followed by points (70/81, 86%) and levels/progression (66/81, 81%). Other notable elements included badges, leaderboards, and customization, while several core drives, like ownership and possession, lacked reported elements. Most interventions were delivered through commercial video game consoles (33/81, 41%), followed by computer-based systems (32/81, 40%). Tablet-based applications and integrated rehabilitation platforms were used in 11% (9/81) and 10% (8/81) of the studies, respectively. The expected roles of technology were clear, but intentional use of gamification was scarce.

Conclusions: This scoping review highlights the widespread adoption of technologies integrating gamification elements for motor symptom rehabilitation in individuals with PD. However, it also underscores a critical gap in understanding and justifying gamification mechanics. The current landscape relies heavily on commercial video games and emphasizes performance-based experiences, lacking theoretical grounding.

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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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