Department of Public Health, Amsterdam Public Health Research Institute, Amsterdam UMC, University of Amsterdam, Amsterdam, the Netherlands.
Medical Library, Amsterdam UMC, University of Amsterdam, Amsterdam, the Netherlands.
J Am Med Inform Assoc. 2020 May 1;27(5):818-833. doi: 10.1093/jamia/ocaa013.
Serious health games might have the potential to prevent tobacco smoking and its health consequences, depending on the inclusion of specific game elements. This review aimed to assess the composition of serious games and their effects on smoking initiation prevention and cessation and behavioral determinants.
We systematically searched MEDLINE, Embase, PsycINFO, and Web of Science for publications that evaluated serious games aimed at changing smoking behavior or behavioral determinants. A taxonomy by King et al was used to classify game elements.
We identified 15 studies, evaluating 14 unique serious games. All games combined multiple game elements (mean 5.5; range, 3-10). Most frequently used were general and intermittent rewards, theme and genre features, and punishments. Six studies on smoking prevention together assessed 20 determinants and found statistically significant positive effects for 8 determinants (eg, attitude, knowledge, intention). Of 7 studies on smoking cessation, 5 found positive, statistically significant effects on smoking cessation or status. These studies found statistically significant positive effects for 6 of 12 determinants (eg, self-efficacy, attitude, intention). The majority of included studies had poor or fair methodological quality, lacked follow-up measures, and had fixed (as opposed to free, on-demand) play sessions.
Serious games included multiple types of game elements. The evidence from a number of studies suggests that games may have positive effects on smoking-related outcomes, particularly smoking cessation. However, as most studies had important methodological limitations, stronger designs are needed to demonstrate, quantify, and understand the effects of serious games.
根据具体游戏元素的纳入情况,严肃游戏有可能预防吸烟及其健康后果。本综述旨在评估严肃游戏的构成及其对预防吸烟起始和戒烟以及行为决定因素的影响。
我们系统地检索了 MEDLINE、Embase、PsycINFO 和 Web of Science,以评估旨在改变吸烟行为或行为决定因素的严肃游戏的出版物。King 等人的分类法用于对游戏元素进行分类。
我们确定了 15 项研究,评估了 14 个独特的严肃游戏。所有游戏都结合了多种游戏元素(平均 5.5;范围,3-10)。最常使用的是一般和间歇性奖励、主题和类型特征以及惩罚。6 项关于预防吸烟的研究共同评估了 20 个决定因素,并发现 8 个决定因素(例如态度、知识、意图)具有统计学上显著的积极影响。在 7 项关于戒烟的研究中,有 5 项发现对戒烟或戒烟状态有积极的、统计学上显著的影响。这些研究发现 12 个决定因素中的 6 个(例如自我效能、态度、意图)具有统计学上显著的积极影响。大多数纳入的研究方法质量较差或一般,缺乏随访措施,且游戏时间固定(而非自由、按需)。
严肃游戏包括多种类型的游戏元素。一些研究的证据表明,游戏可能对与吸烟相关的结果(特别是戒烟)有积极影响。然而,由于大多数研究存在重要的方法学局限性,因此需要更强的设计来证明、量化和理解严肃游戏的效果。