背景:需要有效的医疗保健服务来满足患有癌症的儿童和青少年的多样化需求,以减轻他们的身体,心理,和社会挑战,提高他们的生活质量。以前的研究表明,严肃的游戏有助于促进人们的健康。然而,严肃的游戏被用于成功控制儿童和青少年癌症的潜力受到的关注较少。
目的:这项范围审查旨在绘制儿童和青少年癌症预防和癌症护理中严肃游戏的用途,并为儿童和青少年癌症控制背景下严肃游戏的开发和实施提供未来方向。
方法:本研究遵循PRISMA-ScR(用于系统审查和Meta分析扩展的首选报告项目)和JBI(JoannaBriggsInstitute)框架进行范围审查。PubMed,CINAHL加全文,Scopus,WebofScience核心合集,和美国心理学会(APA)PsycINFO数据库用于搜索。
结果:从最初的2750个搜索结果来看,63篇论文被纳入审查,有28个定量的,14定性,和21项混合方法研究。大多数研究是癌症护理严重游戏论文(55/63,87%),少数研究是癌症预防严重游戏论文(8/63,13%)。大多数纳入的研究在2019年至2023年之间发表(癌症预防:5/8,63%;癌症护理:35/55,64%)。大多数研究在欧洲进行(癌症预防:3/8,38%;癌症护理:24/55,44%)和北美(癌症预防:4/8,50%;癌症护理:17/55,31%)。青少年是研究参与者中最具代表性的年龄组(癌症预防:8/8,100%;癌症护理:46/55,84%)。所有(8/8,100%)癌症预防严肃的游戏论文都包括健康人作为参与者,55份(82%)癌症护理严肃游戏论文中有45份包括癌症患者。大多数癌症预防严肃的游戏论文将游戏偏好作为目标结果(4/8,50%)。大多数癌症护理严肃的游戏论文将症状管理作为目标结果(28/55,51%)。在癌症护理研究中,检查症状管理的严肃游戏,大多数研究用于治疗心理症状(13/55,24%)和身体症状(10/55,18%).
结论:这篇综述显示了儿童和青少年对使用严肃游戏控制癌症的兴趣增长,以及相关文献中潜在的偏见。所收录论文的不同特征表明,严肃的游戏可以以各种方式用于儿童和青少年的癌症控制,同时强调需要在代表性不足的地区开发和实施严肃的游戏。
BACKGROUND: Effective health care services that meet the diverse needs of children and adolescents with cancer are required to alleviate their physical, psychological, and social challenges and improve their quality of life. Previous studies showed that serious games help promote people\'s health. However, the potential for serious games to be used for successful cancer control for children and adolescents has received less attention.
OBJECTIVE: This scoping
review aimed to map the use of serious games in cancer prevention and cancer care for children and adolescents, and provide future directions for serious games\' development and implementation within the context of cancer control for children and adolescents.
METHODS: This study followed a combination of the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) and the JBI (Joanna Briggs Institute) framework for the conduct of scoping reviews. PubMed, CINAHL Plus Full Text, Scopus, Web of Science Core Collection, and American Psychological Association (APA) PsycINFO databases were used for the search.
RESULTS: From the initial 2750 search results, 63 papers were included in the
review, with 28 quantitative, 14 qualitative, and 21 mixed method studies. Most of the studies were cancer care serious game papers (55/63, 87%) and a small number of studies were cancer prevention serious game papers (8/63, 13%). The majority of the included studies were published between 2019 and 2023 (cancer prevention: 5/8, 63%; cancer care: 35/55, 64%). The majority of the studies were conducted in Europe (cancer prevention: 3/8, 38%; cancer care: 24/55, 44%) and North America (cancer prevention: 4/8, 50%; cancer care: 17/55, 31%). Adolescents were the most represented age group in the studies\' participants (cancer prevention: 8/8, 100%; cancer care: 46/55, 84%). All (8/8, 100%) cancer prevention serious game papers included healthy people as participants, and 45 out of 55 (82%) cancer care serious game papers included patients with cancer. The majority of cancer prevention serious game papers addressed game preference as a target outcome (4/8, 50%). The majority of cancer care serious game papers addressed symptom management as a target outcome (28/55, 51%). Of the cancer care studies examining serious games for symptom management, the majority of the studies were conducted to treat psychological (13/55, 24%) and physical symptoms (10/55, 18%).
CONCLUSIONS: This
review shows both the growth of interest in the use of serious games for cancer control among children and adolescents and the potential for bias in the relevant literature. The diverse characteristics of the included papers suggest that serious games can be used in various ways for cancer control among children and adolescents while highlighting the need to develop and implement serious games in underrepresented areas.