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.