gamification

游戏化
  • 文章类型: Journal Article
    背景:残疾儿童在获得医疗服务方面面临许多挑战。移动健康是一个新兴领域,可以通过提供更多可访问的服务来大大减少健康不平等。许多移动应用程序包含游戏化元素,例如反馈,点,和故事来增加参与度和动机;然而,关于游戏化如何被纳入残疾儿童的移动应用程序,人们知之甚少。
    目的:本范围审查旨在确定和综合有关残疾儿童在移动应用程序中使用游戏化的现有研究证据。具体来说,目标是(1)确定这些移动应用程序的类别(例如,治疗和教育)(2),描述他们的目标与健康相关的结果,(3)评估这些应用程序中使用的游戏化元素的类型和级别,(4)确定将游戏化元素纳入移动应用程序的原因。
    方法:我们搜索了MEDLINE,PsycINFO,CINAHL,Embase,ACM数字图书馆,和IEEEXplore数据库来识别2008年至2023年发表的论文。包括针对残疾儿童的游戏化移动应用程序的原始实证研究报告,该应用程序实施了至少1种游戏化策略或策略。调查严肃游戏或成熟游戏的研究被排除在外。
    结果:共38项研究报告了32个独特的游戏化移动应用程序。研究结果表明,游戏化应用程序专注于自闭症谱系障碍儿童的沟通技巧和口腔健康,同时也解决了其他残疾群体的自我管理和学术技能。游戏化的移动应用程序已在不同的人群和条件下显示出潜在的好处;然而,关于它们的影响,结果好坏参半。游戏化策略包括乐趣和好玩(23/32,72%),对绩效的反馈(17/32,53%),并在超过一半的应用程序中加强(17/32,53%),而社交连接仅在4个(12%)移动应用程序中被用作游戏化策略。在16项(42%)研究中描述的将游戏化元素整合到移动应用程序中有两个主要原因:增加用户参与度和动机以及增强干预效果。
    结论:这项范围审查为研究人员提供了对目前在移动应用程序中用于治疗目的的游戏化元素的全面审查,教育,症状管理,对残疾儿童的评估。此外,这表明对某些残疾群体的研究和健康相关结果的检查被忽视了,强调需要在这些领域进行进一步调查。此外,需要进行研究以调查基于移动的游戏化元素对健康和健康行为结果的有效性,以及残疾儿童的健康发展。
    BACKGROUND: Children with disabilities face numerous challenges in accessing health services. Mobile health is an emerging field that could significantly reduce health inequities by providing more accessible services. Many mobile apps incorporate gamification elements such as feedback, points, and stories to increase engagement and motivation; however, little is known about how gamification has been incorporated in mobile apps for children with disabilities.
    OBJECTIVE: This scoping review aims to identify and synthesize the existing research evidence on the use of gamification in mobile apps for children with disabilities. Specifically, the objectives were to (1) identify the categories of these mobile apps (eg, treatment and educational) (2), describe the health-related outcomes they target, (3) assess the types and levels of gamification elements used within these apps, and (4) determine the reasons for incorporating gamification elements into mobile apps.
    METHODS: We searched MEDLINE, PsycINFO, CINAHL, Embase, the ACM Digital Library, and IEEE Xplore databases to identify papers published between 2008 and 2023. Original empirical research studies reporting on gamified mobile apps for children with disabilities that implemented at least 1 gamification strategy or tactic were included. Studies investigating serious games or full-fledged games were excluded.
    RESULTS: A total of 38 studies reporting on 32 unique gamified mobile apps were included. Findings showed that gamified apps focus on communication skills and oral health in children with autism spectrum disorder while also addressing self-management and academic skills for other disability groups. Gamified mobile apps have demonstrated potential benefits across different populations and conditions; however, there were mixed results regarding their impact. The gamification strategies included fun and playfulness (23/32, 72%), feedback on performance (17/32, 53%), and reinforcement (17/32, 53%) in more than half of apps, whereas social connectivity was used as a gamification strategy in only 4 (12%) mobile apps. There were 2 main reasons for integrating gamification elements into mobile apps described in 16 (42%) studies: increasing user engagement and motivation and enhancing intervention effects.
    CONCLUSIONS: This scoping review offers researchers a comprehensive review of the gamification elements currently used in mobile apps for the purposes of treatment, education, symptom management, and assessment for children with disabilities. In addition, it indicates that studies on certain disability groups and examinations of health-related outcomes have been neglected, highlighting the need for further investigations in these areas. Furthermore, research is needed to investigate the effectiveness of mobile-based gamification elements on health and health behavior outcomes, as well as the healthy development of children with disabilities.
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  • 文章类型: Journal Article
    糖尿病患病率的全球上升对医疗保健提供者构成了重大挑战,激发人们对教育游戏等数字干预的兴趣。然而,研究开发的糖尿病游戏的影响和可用性仍不确定.这项范围审查旨在提供糖尿病严重游戏的全面概述,包括它们的可用性,特征和健康影响。通过在多个数据库中进行电子搜索,共有21篇涉及23场比赛的文章被纳入文献综述.这些游戏中的大多数都是在研究环境之外无法访问的,尽管对糖尿病管理的各个方面都有积极的影响,包括知识,身体活动,自我管理,心理健康,和HbA1c水平。大多数游戏都是为手机设计的,针对儿童和成人。随后的应用程序商店搜索显示了13个额外的糖尿病游戏,然而,其中几乎没有人(7.7%)接受过研究审查,让他们的预期效果不确定。基于证据的游戏与应用商店中可用的游戏之间的差异强调了弥合这一差距的必要性,以确保全球范围内有效的糖尿病管理数字游戏的可用性。
    The global rise in diabetes prevalence poses a significant challenge to healthcare providers, stimulating interest in digital interventions such as educational games. However, the impact and availability of research-developed diabetes games remain uncertain. This scoping review aimed to provide a comprehensive overview of serious games for diabetes, encompassing their availability, characteristics and health effects. Through an electronic search in multiple databases, a total of 21 articles addressing 23 games were included in the literature review. The majority of these games were inaccessible outside of research settings, despite demonstrating positive effects on various aspects of diabetes management, including knowledge, physical activity, self-management, mental well-being, and HbA1c levels. Most games were designed for mobile phones, targeting both children and adults. A subsequent app store search revealed 13 additional diabetes games, however nearly none (7.7%) of these underwent research scrutiny, leaving their expected effects uncertain. The disparity between evidence-based games and those available in app stores underscores the need for bridging this gap to ensure the availability of effective digital games for diabetes management worldwide.
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  • 文章类型: Journal Article
    本系统综述主要旨在提供在电子健康工具中实施的游戏机制的摘要,以支持年轻人对慢性病的自我管理。这篇评论其次研究了实施游戏机制的基本原理以及这些工具的效果。在Embase进行了系统的搜索,Medline,PsycINFO,和WebofScience,从成立到2022年8月30日。如果重点是在针对患有慢性疾病的年轻人(年龄=10-25岁)的电子健康自我管理干预措施中利用游戏化,则研究符合条件。初级定量,定性,包括用英语编写的混合方法研究。我们确定了34种eHealth工具,其中20个(59%)是游戏化工具,14个(41%)是严肃的游戏。我们发现实现了55个独特的游戏机制。最常用的是奖励(50%),得分(44%),创意控制(41%),和社交互动(32%)。与游戏化工具相比,在严肃游戏中,游戏机制的应用数量和多样性更高。对于大多数工具(85%),提供了利用游戏化的一般理由,这通常是为了促进参与经验。很少提供使用特定游戏机制的理由(仅适用于45%的游戏机制)。实验研究的有限可用性无法测试在电子健康中使用游戏化来支持慢性病年轻人的自我管理的有效性。在这项研究中,我们强调报告在电子健康工具中使用特定游戏机制的理由的重要性,以确保与循证实践的正确一致性以及进行实验研究的必要性.PROSPERO:CRD42021293037。
    This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people\'s self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10-25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were rewards (50%), score (44%), creative control (41%), and social interaction (32%). In comparison with gamified tools, the number and diversity of game mechanics applied were higher in serious games. For most tools (85%), a general rationale was provided for utilizing gamification, which often was to promote engaging experiences. A rationale for using specific game mechanics was less commonly provided (only for 45% of the game mechanics). The limited availability of experimental research precludes to test the effectiveness of using gamification in eHealth to support self-management in young people with chronic diseases. In this study, we highlight the importance of reporting the rationale for utilizing specific game mechanics in eHealth tools to ensure a proper alignment with evidence-based practice and the need of conducting experimental research. PROSPERO: CRD42021293037.
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  • 文章类型: Journal Article
    逃生室游戏是教育游戏化技术,包括将一组玩家引入物理或数字空间,寻找答案的线索,谜语或谜语,解决一个谜或问题。本研究旨在确定在国际背景下,逃生室游戏对护理专业学生培训的有效性。在MEDLINE进行了系统审查,WOS,Scopus,CINAHL和LILACS数据库使用MeSH术语“教育,“护理”和“教育技术”,和免费术语“逃离房间”,结合布尔运算符AND/OR。西班牙语干预研究,包括英语和葡萄牙语,不限于出版年份。选择和批判性评估由两名独立的审查员进行。共纳入n=13个介入研究(n=2个随机临床试验和n=11个准实验设计)。逃生室是一种最新且不断发展的教育方法,越来越多地用于学术界和护士和护理学生的培训。然而,有必要在更多的背景下扩大它们的使用和研究质量。此外,有必要使经过验证的仪器均匀化和标准化,以评估护理教育领域逃生室的有效性。
    Escape room games are educational gamification technologies that consist of introducing a team of players into a physical or digital space in search of clues to answer puzzles, riddles or enigmas and solve a mystery or problem. This study aims to determine the effectiveness of escape room games on the training of nursing students in an international context. A systematic review was carried out in MEDLINE, WOS, SCOPUS, CINAHL and LILACS databases using the MeSH terms \"Education, Nursing\" and \"Educational Technology\", and the free term \"Escape room\", combined with Boolean operators AND/OR. Intervention studies in Spanish, English and Portuguese were included, without limitation for the year of publication. Selection and critical appraisal were conducted by two independent reviewers. A total of n = 13 interventional studies were included (n = 2 Randomized Clinical Trials and n = 11 quasi-experimental design). Escape rooms are a recent and growing educational methodology, increasingly used in academia and in the training of nurses and nursing students. However, it is necessary to expand their use and the quality of the studies in a greater number of contexts. Furthermore, it is necessary to homogenize and standardize validated instruments to evaluate the effectiveness of escape rooms in the nursing education area.
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  • 文章类型: Meta-Analysis
    在过去的几年里,在应用游戏化来促进期望的健康行为方面已经出现了新兴的兴趣。然而,在男男性行为者(MSM)中,这种应用在HIV预防和护理连续体中的有效性知之甚少。
    本研究旨在总结和评估关于游戏化对HIV预防和护理连续体的有效性的研究,包括促进艾滋病毒检测;减少无公寓肛交(CAS);以及摄取和坚持暴露前预防(PrEP),暴露后预防(PEP),和抗逆转录病毒疗法(ART)。
    我们全面搜索了PubMed,Embase,Cochrane图书馆,WebofScience,Scopus,以及《医学互联网研究杂志》及其姊妹期刊,从成立到2024年1月以中英文发表。当他们与活跃或非活跃的对照组一起使用游戏化干预措施并评估以下结果中的至少一种时,纳入了合格的研究:HIV检测;CAS;以及对PrEP的摄取和依从性,PEP,和艺术。在荟萃分析期间,应用了随机效应模型。两名评审员独立评估了每项纳入研究的质量和偏倚风险。
    系统评价确定了26项研究,包括10项随机对照试验(RCTs)。结果表明,游戏化的数字干预措施已应用于各种艾滋病毒结果,比如艾滋病毒检测,CAS,PrEP摄取和坚持,PEP吸收,艺术坚持。大多数研究在美国进行(n=19,73%)。最常用的游戏组件是获得积分,其次是挑战。荟萃分析显示,游戏化干预可以减少3个月随访时的CAS行为数量(n=2个RCT;发生率比0.62,95%CI0.44-0.88)。荟萃分析还表明,在3个月随访(n=3个RCT;风险比1.16,95%CI0.96-1.38)和6个月随访(n=4个RCT;风险比1.28,95%CI0.89-1.84)时,PrEP依从性有效但无统计学意义。仅设计了1个试点RCT来评估游戏化应用程序在促进HIV检测和PrEP吸收方面的有效性。没有进行RCT来评估游戏化数字干预对PEP摄取和依从性的影响。MSM之间的ART启动。
    我们的研究结果表明,游戏化数字干预对降低MSM中CAS行为数量的短期影响。仍然需要进一步的有力研究来评估游戏化数字干预对HIV检测的影响,PrEP摄取,PEP启动和遵守,和ART启动在MSM。
    UNASSIGNED: In the past few years, a burgeoning interest has emerged in applying gamification to promote desired health behaviors. However, little is known about the effectiveness of such applications in the HIV prevention and care continuum among men who have sex with men (MSM).
    UNASSIGNED: This study aims to summarize and evaluate research on the effectiveness of gamification on the HIV prevention and care continuum, including HIV-testing promotion; condomless anal sex (CAS) reduction; and uptake of and adherence to pre-exposure prophylaxis (PrEP), postexposure prophylaxis (PEP), and antiretroviral therapy (ART).
    UNASSIGNED: We comprehensively searched PubMed, Embase, the Cochrane Library, Web of Science, Scopus, and the Journal of Medical Internet Research and its sister journals for studies published in English and Chinese from inception to January 2024. Eligible studies were included when they used gamified interventions with an active or inactive control group and assessed at least one of the following outcomes: HIV testing; CAS; and uptake of and adherence to PrEP, PEP, and ART. During the meta-analysis, a random-effects model was applied. Two reviewers independently assessed the quality and risk of bias of each included study.
    UNASSIGNED: The systematic review identified 26 studies, including 10 randomized controlled trials (RCTs). The results indicated that gamified digital interventions had been applied to various HIV outcomes, such as HIV testing, CAS, PrEP uptake and adherence, PEP uptake, and ART adherence. Most of the studies were conducted in the United States (n=19, 73%). The most frequently used game component was gaining points, followed by challenges. The meta-analysis showed gamification interventions could reduce the number of CAS acts at the 3-month follow-up (n=2 RCTs; incidence rate ratio 0.62, 95% CI 0.44-0.88). The meta-analysis also suggested an effective but nonstatistically significant effect of PrEP adherence at the 3-month follow-up (n=3 RCTs; risk ratio 1.16, 95% CI 0.96-1.38) and 6-month follow-up (n=4 RCTs; risk ratio 1.28, 95% CI 0.89-1.84). Only 1 pilot RCT was designed to evaluate the effectiveness of a gamified app in promoting HIV testing and PrEP uptake. No RCT was conducted to evaluate the effect of the gamified digital intervention on PEP uptake and adherence, and ART initiation among MSM.
    UNASSIGNED: Our findings suggest the short-term effect of gamified digital interventions on lowering the number of CAS acts in MSM. Further well-powered studies are still needed to evaluate the effect of the gamified digital intervention on HIV testing, PrEP uptake, PEP initiation and adherence, and ART initiation in MSM.
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  • 文章类型: Journal Article
    背景:口腔健康是总体幸福感和生活质量的决定因素。个人行为,如口腔卫生和饮食习惯,在口腔健康中起着核心作用。动机是促进行为改变的关键因素,游戏化提供了一种手段来提高健康相关知识和鼓励积极的健康行为。
    目的:本研究旨在评估游戏化及其机制对儿童和青少年口腔保健的影响。
    方法:系统搜索涵盖多个数据库:PubMed/MEDLINE,PsycINFO,Cochrane图书馆,ScienceDirect,和LILACS。灰色文学,会议记录,并考虑了WHOQOL互联网资源。包括2013年1月至2022年12月的研究,除了PubMed/MEDLINE,一直搜索到2023年1月。根据PRISMA(系统评价和荟萃分析的首选报告项目)指南,共选择了15项研究。资格标准经过同行评审,全文,以及与口腔保健游戏化相关的实证研究,影响报告,和口腔保健结果。排除标准包括重复文章;不可用全文;非原创文章;和非数字游戏相关,与口腔健康无关,和协议研究。对选定的研究进行了游戏化机制和结果的审查。提出了两个主要问题:“口腔保健中的游戏化是否会影响口腔健康?”和“口腔保健游戏化是否会增强健康促进和素养?”PICO(患者,干预,比较,结果)框架指导了范围界定审查。
    结果:最初,从5个数据库和灰色文献来源获得617个记录。应用排除标准后,选择了15条记录。所选研究的样本量为34至190名儿童和青少年。大部分(11/15,73%)的研究讨论了基于证据的口腔健康支持的口腔自我护理应用程序。应用程序中定义最明确的数据是“刷牙时间”(11/11,100%)和“每日刷牙量”(10/11,91%)。大多数研究(11/15,73%)提到口腔保健行为改变技术,并包括“提示意图形成”(11/26,42%),“提供说明”(11/26,42%),“提供关于行为-健康链接的信息”(10/26,38%),“提供后果信息”(9/26,35%),“建模或演示行为”(9/26,35%),“提供绩效反馈”(8/26,31%),和“提供或有奖励”(8/26,31%)。此外,80%(12/15)的研究确定了在口腔卫生应用中结合游戏化特征的游戏设计元素。最普遍的游戏化特征是“意识形态激励”(10/12,83%)和“目标”(9/16,56%),在特定于用户的类别和挑战类别中找到,分别。
    结论:口腔保健中的游戏化显示出作为促进积极健康行为的创新方法的潜力。大多数研究报告了基于证据的口腔健康,并结合了口腔保健行为改变技术。
    BACKGROUND: Oral health is a determinant of overall well-being and quality of life. Individual behaviors, such as oral hygiene and dietary habits, play a central role in oral health. Motivation is a crucial factor in promoting behavior change, and gamification offers a means to boost health-related knowledge and encourage positive health behaviors.
    OBJECTIVE: This study aims to evaluate the impact of gamification and its mechanisms on oral health care of children and adolescents.
    METHODS: A systematic search covered multiple databases: PubMed/MEDLINE, PsycINFO, the Cochrane Library, ScienceDirect, and LILACS. Gray literature, conference proceedings, and WHOQOL internet resources were considered. Studies from January 2013 to December 2022 were included, except for PubMed/MEDLINE, which was searched until January 2023. A total of 15 studies were selected following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The eligibility criteria were peer-reviewed, full-text, and empirical research related to gamification in oral health care, reports of impact, and oral health care outcomes. The exclusion criteria encompassed duplicate articles; unavailable full texts; nonoriginal articles; and non-digital game-related, non-oral health-related, and protocol studies. Selected studies were scrutinized for gamification mechanisms and outcomes. Two main questions were raised: \"Does gamification in oral health care impact oral health?\" and \"Does oral health care gamification enhance health promotion and literacy?\" The PICO (Patient, Intervention, Comparison, Outcome) framework guided the scoping review.
    RESULTS: Initially, 617 records were obtained from 5 databases and gray literature sources. After applying exclusion criteria, 15 records were selected. Sample size in the selected studies ranged from 34 to 190 children and adolescents. A substantial portion (11/15, 73%) of the studies discussed oral self-care apps supported by evidence-based oral health. The most clearly defined data in the apps were \"brushing time\" (11/11, 100%) and \"daily amount brushing\" (10/11, 91%). Most studies (11/15, 73%) mentioned oral health care behavior change techniques and included \"prompt intention formation\" (11/26, 42%), \"providing instructions\" (11/26, 42%), \"providing information on the behavior-health link\" (10/26, 38%), \"providing information on consequences\" (9/26, 35%), \"modeling or demonstrating behavior\" (9/26, 35%), \"providing feedback on performance\" (8/26, 31%), and \"providing contingent rewards\" (8/26, 31%). Furthermore, 80% (12/15) of the studies identified game design elements incorporating gamification features in oral hygiene applications. The most prevalent gamification features were \"ideological incentives\" (10/12, 83%) and \"goals\" (9/16, 56%), which were found in user-specific and challenge categories, respectively.
    CONCLUSIONS: Gamification in oral health care shows potential as an innovative approach to promote positive health behaviors. Most studies reported evidence-based oral health and incorporated oral health care behavior change techniques.
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  • 文章类型: Journal Article
    背景:本综述的目的是描述药学教育中选择自己的冒险(CYOA)式活动的交付和评估方法。第二个目标是利用现有数据为有兴趣开展类似活动的教育工作者确定最佳做法。
    方法:本综述采用了根据RAMESES标准指导的元叙事方法。使用PubMed和Embase进行了广泛的文献检索。确定了有关在药学教育中使用CYOA式患者病例格式的研究,并对其相关性进行了单独评估。
    结果:这篇综述包括13项来自药学教育文献的研究。针对25个独特主题开展了活动,主要在课堂上通过患者模拟或交互式数据收集软件进行小组。总的来说,学生对CYOA风格的活动有积极的看法,在知识发展和学生参与方面取得积极成果。实施CYOA式患者病例活动最常报告的挑战是对开展活动的前期承诺。
    结论:这篇综述提供了关于药学教育中CYOA型患者病例活动的少量但不断扩大的文献的快照。建议将CYOA式活动扩大用于药学教育,因为评估知识发展的研究在参与CYOA式活动后显示知识的显着改善。此外,学生对CYOA风格的活动有积极的看法,并报告说他们很愉快,提高了他们的信心,帮助他们学习课程材料。
    The objective of this review was to characterize the methods of delivery and assessment of Choose Your Own Adventure (CYOA)-style activities in pharmacy education. A secondary objective was to utilize available data to determine best practices for educators interested in developing similar activities.
    A meta-narrative approach according to the guidance of the RAMESES standards was used for this review. A broad literature search was conducted using PubMed and Embase. Studies published on the use of a CYOA-style patient case format in pharmacy education were identified and appraised individually for their relevance.
    Thirteen studies from the pharmacy education literature were included in the review. Activities were delivered for 25 unique topics, largely in small groups during class via patient simulation or interactive data collection software. Overall, students have a positive perception of CYOA-style activities, with positive results regarding knowledge development and student engagement. The most commonly reported challenge to implementing CYOA-style patient case activities was the up-front time commitment to develop activities.
    This review provides a snapshot of the small but expanding body of literature on CYOA-style patient case activities in pharmacy education. CYOA-style activities are recommended for expanded use in pharmacy education as the preponderance of studies that assessed knowledge development showed significant improvement in knowledge after participation in CYOA-style activities. Additionally, students have a positive perception of CYOA-style activities and reported that they were enjoyable, improved their confidence, and helped them learn course material.
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  • 文章类型: Journal Article
    背景:游戏化已成功用于促进各种期望的健康行为。以前的研究已经使用游戏化来实现所需的健康行为或促进他们对健康的学习。
    目的:在本范围审查中,我们旨在描述已经在不同人群中实施或评估的数字游戏化工具,以鼓励疫苗接种,以及已确定工具的任何报告影响。
    方法:我们搜索了Medline,Embase,CINAHL,WebofScience核心合集,Cochrane系统评价数据库,Cochrane中央受控试验登记册,学术搜索总理,PsycInfo,全球卫生,和ERIC的同行评审论文描述数字游戏化工具有或没有评估。我们还与Google进行了网络搜索,以识别缺乏相关出版物的数字游戏化工具。我们咨询了游戏化和健康行为领域的12位专家,以确定我们可能错过的任何论文或工具。我们提取了工具目标人群的数据,干预措施本身(例如,数字游戏化工具平台的类型,疾病/疫苗的类型,研究的类型和设计),以及评估工具的任何效果,我们叙述地合成了数据。
    结果:在1402条记录中,我们纳入了28篇(2%)同行评审论文和10篇缺乏相关出版物的数字游戏化工具.专家添加了1个符合纳入标准的数字游戏化工具。因此,我们的最终数据集包括28篇同行评审论文和11篇数字游戏化工具。在28篇同行评审的论文中,7(25%)解释了该工具的开发,16(57%)描述评价,和2(7%)报告了该工具的开发和评估。28篇同行评审论文报告了25种不同的工具。在这25个数字游戏化工具中,11(44%)是基于网络的工具,8个(32%)移动(本地移动或支持移动的Web)应用程序,和6(24%)虚拟现实工具。总的来说,评估的工具显示,接受疫苗的知识和意愿有所增加,对态度的混合影响,以及对信仰的积极影响。我们没有观察到一种类型的数字游戏化工具(基于网络,mobile,虚拟现实)。然而,一些研究是随机对照试验,和发表偏倚可能导致这种积极的影响,在同行评审的文献中出现的可能性更高。
    结论:数字游戏化工具似乎有可能通过培养积极的信念和增加疫苗相关知识和意图来提高疫苗的吸收。鼓励对不同特征或不同类型的数字游戏化工具进行比较研究,可以通过确定在人群和环境中产生更积极影响的特征或工具类型来推进这一领域。这一领域的进一步工作应寻求为疫苗接受的游戏化实施提供信息,并促进有效的健康交流,从而产生有意义的健康和社会影响。
    BACKGROUND: Gamification has been used successfully to promote various desired health behaviors. Previous studies have used gamification to achieve desired health behaviors or facilitate their learning about health.
    OBJECTIVE: In this scoping review, we aimed to describe digital gamified tools that have been implemented or evaluated across various populations to encourage vaccination, as well as any reported effects of identified tools.
    METHODS: We searched Medline, Embase, CINAHL, the Web of Science Core Collection, the Cochrane Database of Systematic Reviews, the Cochrane Central Register of Controlled Trials, Academic Search Premier, PsycInfo, Global Health, and ERIC for peer-reviewed papers describing digital gamified tools with or without evaluations. We also conducted web searches with Google to identify digital gamified tools lacking associated publications. We consulted 12 experts in the field of gamification and health behavior to identify any papers or tools we might have missed. We extracted data about the target population of the tools, the interventions themselves (eg, type of digital gamified tool platform, type of disease/vaccine, type and design of study), and any effects of evaluated tools, and we synthesized data narratively.
    RESULTS: Of 1402 records, we included 28 (2%) peer-reviewed papers and 10 digital gamified tools lacking associated publications. The experts added 1 digital gamified tool that met the inclusion criteria. Our final data set therefore included 28 peer-reviewed papers and 11 digital gamified tools. Of the 28 peer-reviewed papers, 7 (25%) explained the development of the tool, 16 (57%) described evaluation, and 2 (7%) reported both development and evaluation of the tool. The 28 peer-reviewed papers reported on 25 different tools. Of these 25 digital gamified tools, 11 (44%) were web-based tools, 8 (32%) mobile (native mobile or mobile-enabled web) apps, and 6 (24%) virtual reality tools. Overall, tools that were evaluated showed increases in knowledge and intentions to receive vaccines, mixed effects on attitudes, and positive effects on beliefs. We did not observe discernible advantages of one type of digital gamified tool (web based, mobile, virtual reality) over the others. However, a few studies were randomized controlled trials, and publication bias may have led to such positive effects having a higher likelihood of appearing in the peer-reviewed literature.
    CONCLUSIONS: Digital gamified tools appear to have potential for improving vaccine uptake by fostering positive beliefs and increasing vaccine-related knowledge and intentions. Encouraging comparative studies of different features or different types of digital gamified tools could advance the field by identifying features or types of tools that yield more positive effects across populations and contexts. Further work in this area should seek to inform the implementation of gamification for vaccine acceptance and promote effective health communication, thus yielding meaningful health and social impacts.
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  • 文章类型: Journal Article
    儿童和青少年数字技术使用的快速增长凸显了对促进其身心健康的新方法的需求。本文研究了游戏化的可行性-游戏机制在非游戏环境中的应用-作为健康促进和心理健康支持的有力工具。本概念性系统综述旨在研究通过游戏化技术促进儿童和青少年身心健康的各种已发表的文章。这些干预措施可以为鼓励身体活动提供互动和参与的平台,促进健康营养,加强情绪调节,促进心理健康。这个话题的意义源于电子游戏的普遍使用,从年轻的时候开始,这使得它们成为受欢迎的教育工具。为了使审查具有系统性和可重复性,PsycINFO,Scopus,PubMed,和Elsevier数据库进行搜索,并使用PRISMA方法进行分析。在分析研究数据后,讨论了评估游戏化在促进青少年身心健康方面的实证研究。总之,游戏化已经证明了促进儿童和青少年身心健康的前景。它提高了动机,承诺,坚持健康的行为。然而,需要更多的研究来评估游戏化干预措施在促进该人群健康行为方面的长期有效性和可持续性。
    The rapid growth in digital technology usage among children and adolescents has highlighted the need for novel approaches to promote their physical and mental health. This paper investigates the viability of gamification-the application of game mechanics to non-gaming contexts-as a potent instrument for health promotion and mental health support. This conceptual systematic review seeks to examine the various published articles promoting children and adolescents\' physical and mental health through gamified techniques. These interventions can provide an interactive and engaging platform for encouraging physical activity, promoting healthy nutrition, enhancing emotional regulation, and promoting mental health. The significance of this topic stems from the pervasive use of electronic games, beginning at a young age, which makes them popular educational tools. For the review to be systematic and reproducible, the PsycINFO, Scopus, PubMed, and Elsevier databases were searched and the PRISMA method was utilized for the analysis. After analyzing the research data, empirical studies assessing the use of gamification in promoting adolescents\' physical and mental health are discussed. In conclusion, gamification has demonstrated promise for promoting children\'s and adolescents\' physical and mental health. It improves motivation, commitment, and adherence to healthy behaviors. However, additional research is required to evaluate gamification interventions\' long-term effectiveness and sustainability in promoting health behaviors among this population.
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  • 文章类型: Journal Article
    可持续性研究已成为关于如何实现可持续发展的跨学科知识领域。而实现这一目标的政治行动仍处于起步阶段。一个可持续发展的世界反映在一个健康的环境中,人类可以在不危及后代生存的情况下生活。这项贡献的主要目的是对数字技术在促进环境可持续性方面的应用进行系统绘制(SM)。通过对不同数据库的严格搜索,最初检索了一组1000多项研究,然后,遵循基于ROSES(系统证据综合的修复标准)程序的筛选标准,共选择了符合入选标准的N=37项研究.这些研究根据不同的描述性变量进行编码,例如用于干预的数字技术,促进可持续行为的类型,研究设计,以及应用干预措施的人群。结果表明,出现了三个主要的数字技术集群(即,虚拟/沉浸式/增强现实,游戏化,和电能计量系统)和两个主要的可持续行为(SB)(即,节能节水,和减少污染)。需要更清楚地了解哪些数字干预措施起作用以及它们起作用(或不起作用)的原因并没有从这组研究的结果中得出。未来对数字干预的研究应该更好地详细说明干预设计特征,除了潜在的设计选择原因之外,无论是行为上还是技术上。这应该会增加成功采用数字干预措施的可能性,从而朝着更可持续的方向促进行为变化。
    Sustainability research has emerged as an interdisciplinary area of knowledge about how to achieve sustainable development, while political actions toward the goal are still in their infancy. A sustainable world is mirrored by a healthy environment in which humans can live without jeopardizing the survival of future generations. The main aim of this contribution was to carry out a systematic mapping (SM) of the applications of digital technologies in promoting environmental sustainability. From a rigorous search of different databases, a set of more than 1000 studies was initially retrieved and then, following screening criteria based on the ROSES (RepOrting standards for Systematic Evidence Syntheses) procedure, a total of N = 37 studies that met the eligibility criteria were selected. The studies were coded according to different descriptive variables, such as digital technology used for the intervention, type of sustainable behavior promoted, research design, and population for whom the intervention was applied. Results showed the emergence of three main clusters of Digital Technologies (i.e., virtual/immersive/augmented reality, gamification, and power-metering systems) and two main Sustainable Behaviors (SBs) (i.e., energy and water-saving, and pollution reduction). The need for a clearer knowledge of which digital interventions work and the reasons why they work (or do not work) does not emerge from the outcomes of this set of studies. Future studies on digital interventions should better detail intervention design characteristics, alongside the reasons underlying design choices, both behaviourally and technologically. This should increase the likelihood of the successful adoption of digital interventions promoting behavioral changes in a more sustainable direction.
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