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Childhood cancer survivors report preferring lifestyle interventions delivered in person rather than online: An adolescent and parent perspective.儿童癌症幸存者报告称,他们更喜欢亲自接受生活方式干预,而不是在线接受:青少年和家长的观点。
Pediatr Blood Cancer. 2019 Oct;66(10):e27922. doi: 10.1002/pbc.27922. Epub 2019 Jul 16.
3
Factors Determining the Success of Therapeutic Lifestyle Interventions in Diabetes - Role of Partner and Family Support.决定糖尿病治疗性生活方式干预成功的因素——伴侣及家庭支持的作用
Eur Endocrinol. 2019 Apr;15(1):18-24. doi: 10.17925/EE.2019.15.1.18. Epub 2019 Apr 12.
4
Protocol for the Development of a Behavioral Family Lifestyle Intervention Supported by Mobile Health to Improve Weight Self-Management in Children With Asthma and Obesity.一项由移动健康支持的行为家庭生活方式干预方案的制定,旨在改善哮喘和肥胖儿童的体重自我管理。
JMIR Res Protoc. 2019 Jun 24;8(6):e13549. doi: 10.2196/13549.
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Novel Smartphone Game Improves Physical Activity Behavior in Type 2 Diabetes.新型智能手机游戏改善 2 型糖尿病患者的身体活动行为。
Am J Prev Med. 2019 Jul;57(1):41-50. doi: 10.1016/j.amepre.2019.02.017. Epub 2019 May 22.
6
Feasibility of a family-focused YMCA-based diabetes prevention program in youth: The E.P.I.C. Kids (Encourage, Practice, and Inspire Change) Study.一项以家庭为中心、基于基督教青年会的青少年糖尿病预防项目的可行性:E.P.I.C.儿童(鼓励、实践和激励改变)研究。
Prev Med Rep. 2019 Mar 4;14:100840. doi: 10.1016/j.pmedr.2019.100840. eCollection 2019 Jun.
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A Web-Based Gamification Program to Improve Nutrition Literacy in Families of 3- to 5-Year-Old Children: The Nutriscience Project.一项基于网络的游戏化项目,旨在提高3至5岁儿童家庭的营养素养:营养科学项目。
J Nutr Educ Behav. 2019 Mar;51(3):326-334. doi: 10.1016/j.jneb.2018.10.008. Epub 2018 Dec 20.
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Effect of personal activity trackers on weight loss in families enrolled in a comprehensive behavioral family-lifestyle intervention program in the Federally Qualified Health Center setting: a randomized controlled trial.在联邦合格健康中心环境下,个人活动追踪器对参加综合行为家庭生活方式干预项目的家庭体重减轻的影响:一项随机对照试验。
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游戏化促进生活方式干预中的家庭参与:系统评价。

Gamification for Family Engagement in Lifestyle Interventions: A Systematic Review.

机构信息

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.

出版信息

Prev Sci. 2021 Oct;22(7):831-844. doi: 10.1007/s11121-021-01214-x. Epub 2021 Mar 30.

DOI:10.1007/s11121-021-01214-x
PMID:33786746
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC8460596/
Abstract

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.

摘要

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。