Center for Clinical Management Research, Veteran Affairs (VA) Ann Arbor Healthcare System, United States Department of Veterans Affairs, Ann Arbor, MI, USA.
Department of Systems, Populations and Leadership, School of Nursing, University of Michigan, Ann Arbor, MI, USA.
Prev Sci. 2021 Oct;22(7):831-844. doi: 10.1007/s11121-021-01214-x. Epub 2021 Mar 30.
The majority of chronic conditions that plague the USA are modifiable by lifestyle change. Lifestyle interventions that incorporate family members for social support and that use game design elements to engage family members have the potential to improve upon traditional interventions, which have largely been unsustainable. Determining the populations where family member support in a lifestyle intervention are present and the extent of gamification of lifestyle intervention components that engage these family members is an important and underexplored area of work. A systematic review of lifestyle interventions involving family members were reviewed for game design elements using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework. Game design elements related to engaged learning and motivational affordances from previous literature were included. Sixty-one studies met inclusion criteria. These studies reported on 50 independent interventions that were reviewed. Thirty-one of these interventions addressed lifestyle in those with a chronic condition, and 19 addressed lifestyle in those at high risk for chronic conditions. The majority of the lifestyle interventions included at least one game design element, yet overall there were limited elements utilized together. Compared with successful gamified programs that have greatly impacted a population's health behaviors, there were relatively a limited number of elements reported, particularly those that support social relatedness, such as meaningful storylines. Meaningfulness of the game design elements chosen and their arrangement was not apparent. Technology was under-utilized as a potential modality for intervention component delivery. Developing products to train researchers to properly apply game design elements to intervention components, as well as test their effectiveness, are areas for future research.
美国大多数困扰人们的慢性疾病都可以通过生活方式的改变来控制。将家庭成员纳入社会支持的生活方式干预措施,并利用游戏设计元素来吸引家庭成员,有可能改善传统干预措施,而传统干预措施在很大程度上是不可持续的。确定生活方式干预措施中存在家庭成员支持的人群以及吸引这些家庭成员的生活方式干预措施的游戏化程度,是一个重要但尚未得到充分探索的工作领域。使用系统评价和荟萃分析的首选报告项目(PRISMA)框架,对涉及家庭成员的生活方式干预措施中的游戏设计元素进行了系统评价。纳入了与参与式学习和激励性优惠相关的游戏设计元素,这些元素来自之前的文献。有 61 项研究符合纳入标准。这些研究报告了 50 项独立干预措施的审查结果。其中 31 项干预措施针对患有慢性病的人群的生活方式,19 项干预措施针对有患慢性病高风险的人群的生活方式。大多数生活方式干预措施至少包含一个游戏设计元素,但总体而言,一起使用的元素有限。与那些对人口健康行为产生重大影响的成功游戏化项目相比,报告的元素相对较少,特别是那些支持社交关联性的元素,如有意义的故事情节。选择的游戏设计元素的意义及其排列方式并不明显。技术作为干预组件交付的潜在模式未得到充分利用。未来的研究方向是开发产品,培训研究人员正确地将游戏设计元素应用于干预组件,并测试其效果。