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游戏化促进预先医疗照护计划:一项混合方法系统回顾和荟萃分析。

Gamification for promoting advance care planning: A mixed-method systematic review and meta-analysis.

机构信息

The Nethersole School of Nursing, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong SAR, China.

出版信息

Palliat Med. 2021 Jun;35(6):1005-1019. doi: 10.1177/02692163211005343. Epub 2021 Mar 29.

Abstract

BACKGROUND

Gamification has been adopted in the health care field for broaching sensitive topics and increasing motivation for behavior changes. Games developed to stimulate discussion surrounding end-of-life issues, and thereby promoting advance care planning also emerged.

AIM

The aim is to integrate the quantitative evidence and qualitative evidence to understand the effectiveness of and experience with games for advance care planning.

DESIGN

A mixed-methods systematic review and meta-analysis (PROSPERO ID: CRD42020163312) was undertaken. Joanna Briggs Institute Critical Appraisal tools were used for quality appraisal. Data were synthesized and pooled for meta-analysis or meta-aggregation when appropriate.

DATA SOURCES

We searched MEDLINE, CINAHL, EMBASE, PsycINFO, Cochrane Library, WanFang, China Knowledge Resource Integrated Database, and Chinese Biomedical Literature Database from the inception of the databases for qualitative, quantitative, and mixed-method studies.

RESULTS

Eleven articles of ten studies were included, six of which were feasibility studies. The quality of the quantitative component of most included studies (7/8) was rated as low, and the qualitative component of most included studies (7/8) was rated as moderate. The meta-analysis showed that games for advance care planning are effective to increase self-efficacy, readiness, knowledge, and process of advance care planning behaviors. The meta-aggregation showed that games for advance care planning are highly acceptable and the participants perceived the game experience as fun and enjoyable.

CONCLUSIONS

Advance care planning games seem to be a promising intervention for increasing the uptake of advance care planning behaviors. Well-designed randomized controlled trials evaluating the effectiveness of games for advance care planning are needed in the future.

摘要

背景

游戏化已被应用于医疗保健领域,以探讨敏感话题并提高行为改变的动机。为了激发围绕临终问题的讨论,并促进预先护理计划,也开发了一些游戏。

目的

旨在整合定量证据和定性证据,以了解用于预先护理计划的游戏的有效性和体验。

设计

进行了一项混合方法系统评价和荟萃分析(PROSPERO ID:CRD42020163312)。使用 Joanna Briggs 研究所批判性评估工具进行质量评估。适当的情况下,对数据进行综合和汇总,以进行荟萃分析或荟萃综合。

数据来源

我们从数据库建立之初就搜索了 MEDLINE、CINAHL、EMBASE、PsycINFO、Cochrane 图书馆、万方、中国知识资源综合数据库和中国生物医学文献数据库,以获取定性、定量和混合方法研究。

结果

纳入了十项研究的十一篇文章,其中六项为可行性研究。大多数纳入研究的定量部分(7/8)的质量被评为低,大多数纳入研究的定性部分(7/8)的质量被评为中。荟萃分析表明,预先护理计划游戏可以有效提高自我效能感、准备度、知识和预先护理计划行为的过程。荟萃综合表明,预先护理计划游戏具有很高的可接受性,参与者认为游戏体验有趣且愉快。

结论

预先护理计划游戏似乎是增加预先护理计划行为的有前途的干预措施。未来需要进行设计良好的随机对照试验来评估预先护理计划游戏的有效性。

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