Sydney School of Nursing, University of Sydney, Sydney, Australia.
Charles Perkins Centre, University of Sydney, Sydney, Australia.
J Clin Nurs. 2021 Oct;30(19-20):3001-3010. doi: 10.1111/jocn.15808. Epub 2021 Apr 19.
Gamified health mobile applications (apps) are promoted as innovative approaches to self-management and risk factor reduction. However, information is lacking on effectiveness or feasibility in older patients at high risk for cardiovascular diseases (CVD), which limits uptake and recommendations by nurses. This study aimed to evaluate the effectiveness and acceptability of gamified apps for CVD secondary prevention.
EQUATOR PRISMA checklist was used to guide the systematic review. PubMed, Embase and SCOPUS were searched from inception to January 2020 for studies evaluating app interventions incorporating ≥2 game tactics and targeting secondary prevention in patients diagnosed with heart disease, hypertension, stroke or type 2 diabetes. Narrative summaries of results were used as meta-analysis were not possible. The PROSPERO ID number was CRD42020209791.
Seven studies involving 657 patients were included. Gamified apps resulted in more improvement in physical activity, HbA1C and diabetes self-management empowerment compared to multiple different comparators, and more physical activity motivation compared to a neutral content control app. Heart failure knowledge also improved significantly. However, no benefits above usual care were evident for blood pressure or body mass index, or from app use for heart failure self-management, medication adherence or atrial fibrillation knowledge. App acceptability in terms of usage declined with time but was high for the game components of challenges, medication monitoring, viewing of leader boards and badges and walking training participation. Enjoyment was highest for elements that featured surprise/novelty, having teammates, challenges, good graphic design and clarity.
Gamified mobile apps show the potential to improve secondary prevention in high CVD risk patients. Indications for acceptability were evident, with higher adherence than clinic-based secondary prevention programmes. However, further well-designed randomised controlled trials, which track app usage are needed to confirm this potential and encourage nurses to recommend these types of apps.
游戏化健康移动应用程序(apps)被宣传为自我管理和降低风险因素的创新方法。然而,对于高心血管疾病(CVD)风险的老年患者,关于其有效性或可行性的信息却很缺乏,这限制了护士的接受程度和推荐意愿。本研究旨在评估针对 CVD 二级预防的游戏化应用程序的有效性和可接受性。
采用 EQUATOR PRISMA 清单指导系统评价。从建库到 2020 年 1 月,在 PubMed、Embase 和 SCOPUS 上检索评估应用程序干预措施的研究,这些干预措施纳入了≥2 种游戏策略,并针对心脏病、高血压、中风或 2 型糖尿病患者的二级预防。由于无法进行荟萃分析,因此仅使用结果的叙述性总结。PROSPERO ID 编号为 CRD42020209791。
纳入了 7 项涉及 657 名患者的研究。与多种不同的对照相比,游戏化应用程序在改善身体活动、HbA1C 和糖尿病自我管理能力方面效果更显著,并且在提高身体活动动机方面也优于中性内容对照应用程序。心力衰竭知识也显著改善。然而,在血压或体重指数方面,或在心力衰竭自我管理、药物依从性或心房颤动知识方面,与常规护理相比,应用程序并未显示出明显的获益。随着时间的推移,应用程序的可接受性下降,但对于挑战、药物监测、查看排行榜和徽章以及参与步行训练等游戏元素的接受度很高。对于具有惊喜/新颖性、有队友、挑战、良好的图形设计和清晰度等元素的应用程序,其享受度最高。
游戏化移动应用程序显示出改善高 CVD 风险患者二级预防的潜力。可接受性的迹象明显,其依从性高于基于诊所的二级预防方案。然而,需要进一步进行设计良好的随机对照试验来确认这种潜力,并鼓励护士推荐这些类型的应用程序。