Swansea University, Medical School, Swansea, United Kingdom.
JMIR Ment Health. 2016 Aug 24;3(3):e39. doi: 10.2196/mental.5710.
Adherence to effective Web-based interventions for common mental disorders (CMDs) and well-being remains a critical issue, with clear potential to increase effectiveness. Continued identification and examination of "active" technological components within Web-based interventions has been called for. Gamification is the use of game design elements and features in nongame contexts. Health and lifestyle interventions have implemented a variety of game features in their design in an effort to encourage engagement and increase program adherence. The potential influence of gamification on program adherence has not been examined in the context of Web-based interventions designed to manage CMDs and well-being.
This study seeks to review the literature to examine whether gaming features predict or influence reported rates of program adherence in Web-based interventions designed to manage CMDs and well-being.
A systematic review was conducted of peer-reviewed randomized controlled trials (RCTs) designed to manage CMDs or well-being and incorporated gamification features. Seven electronic databases were searched.
A total of 61 RCTs met the inclusion criteria and 47 different intervention programs were identified. The majority were designed to manage depression using cognitive behavioral therapy. Eight of 10 popular gamification features reviewed were in use. The majority of studies utilized only one gamification feature (n=58) with a maximum of three features. The most commonly used feature was story/theme. Levels and game leaders were not used in this context. No studies explicitly examined the role of gamification features on program adherence. Usage data were not commonly reported. Interventions intended to be 10 weeks in duration had higher mean adherence than those intended to be 6 or 8 weeks in duration.
Gamification features have been incorporated into the design of interventions designed to treat CMD and well-being. Further research is needed to improve understanding of gamification features on adherence and engagement in order to inform the design of future Web-based health interventions in which adherence to treatment is of concern. Conclusions were limited by varied reporting of adherence and usage data.
常见精神障碍(CMD)和幸福感的有效基于网络的干预措施的坚持仍然是一个关键问题,显然有提高效果的潜力。人们呼吁继续识别和检查基于网络的干预措施中的“活跃”技术组成部分。游戏化是在非游戏环境中使用游戏设计元素和功能。健康和生活方式干预在其设计中实施了各种游戏功能,以鼓励参与并提高计划的坚持度。游戏化对基于网络的干预措施中计划坚持度的潜在影响尚未在设计用于管理 CMD 和幸福感的基于网络的干预措施的背景下进行研究。
本研究旨在审查文献,以检验在设计用于管理 CMD 和幸福感的基于网络的干预措施中,游戏功能是否预测或影响报告的计划坚持率。
对旨在管理 CMD 或幸福感并纳入游戏化功能的同行评审随机对照试验(RCT)进行了系统回顾。共检索了 7 个电子数据库。
共有 61 项 RCT 符合纳入标准,确定了 47 个不同的干预方案。大多数方案旨在使用认知行为疗法管理抑郁症。审查的 10 个流行游戏化功能中有 8 个正在使用。大多数研究仅使用了一个游戏化功能(n=58),最多使用了三个功能。最常用的功能是故事/主题。在这种情况下没有使用关卡和游戏领袖。没有研究明确研究游戏化功能对计划坚持的作用。未普遍报告使用数据。计划持续 10 周的干预措施的平均坚持率高于计划持续 6 或 8 周的干预措施。
游戏化功能已被纳入旨在治疗 CMD 和幸福感的干预措施的设计中。需要进一步研究,以提高对游戏化功能对坚持度和参与度的理解,从而为关注治疗依从性的未来基于网络的健康干预措施的设计提供信息。由于坚持度和使用数据的报告方式各不相同,因此结论受到限制。