de Sá Kévin Cardoso, Martins Márcio Garcia, da Costa Cristiano André, Barbosa Jorge Luis Victoria, da Rosa Righi Rodrigo
Universidade do Vale do Rio dos Sinos, São Leopoldo, Rio Grande do Sul, Brazil.
J Med Syst. 2017 Sep;41(9):138. doi: 10.1007/s10916-017-0781-9. Epub 2017 Jul 31.
There is a growing interest of using technologies to propose solutions for healthcare issues. One of such issues is the incidence of chronic diseases, which are responsible for a considerable proportion of worldwide mortality. It is possible to prevent the development of such diseases using tools and methods that instruct the population. To achieve this, mobile games provide a powerful environment for teaching different subjects to user, without them actively knowing that they are learning new concepts. Despite the growing interest of using mobile games in healthcare, more specifically by patients with chronic diseases, in the best of our knowledge there are no studies that address the current research being published in the area. To close this gap, we carried out a systematic mapping study to synthesize an overview of the area. Five databases were searched and more than 1200 studies were analyzed and filtered. Among them, 17 met the the inclusion and exclusion criteria defined in this work. The results show that there is still room for research in this area, since the studies focus on a younger audience rather than proposing solutions for all ages. Furthermore, the number of chronic conditions being addressed is still small, obesity and diabetes are prevalent. Besides, the full capacity of game features that foster learning through games are not being employed, the majority of games proposed by the articles encompass less than half of these features.
利用技术为医疗保健问题提供解决方案的兴趣日益浓厚。其中一个问题是慢性病的发病率,慢性病在全球死亡率中占相当大的比例。使用指导民众的工具和方法可以预防此类疾病的发展。为此,手机游戏为向用户传授不同主题提供了一个强大的环境,而用户却不会主动意识到他们正在学习新的概念。尽管在医疗保健领域,尤其是慢性病患者中,使用手机游戏的兴趣日益浓厚,但据我们所知,目前尚无研究涉及该领域正在发表的当前研究。为了填补这一空白,我们进行了一项系统的映射研究,以综合该领域的概况。我们搜索了五个数据库,分析并筛选了1200多项研究。其中,有17项符合本研究定义的纳入和排除标准。结果表明,该领域仍有研究空间,因为这些研究主要针对年轻受众,而非为所有年龄段提供解决方案。此外,所涉及的慢性病数量仍然较少,肥胖症和糖尿病较为普遍。此外,通过游戏促进学习的游戏功能的全部潜力尚未得到充分利用,文章中提出的大多数游戏所包含的这些功能不到一半。