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将游戏化应用于髋关节置换术患者:范围综述。

The Use of Gamification in Patients Undergoing Hip Arthroplasty: Scoping Review.

机构信息

Nursing School of Porto, Porto, Portugal.

Center for Health Technology and Services Research (CINTESIS), Porto, Portugal.

出版信息

Games Health J. 2021 Jun;10(3):147-157. doi: 10.1089/g4h.2020.0210. Epub 2021 May 4.

DOI:10.1089/g4h.2020.0210
PMID:33945335
Abstract

The use of gamification can promote health-related behavior. This article is the first attempt to provide a historical overview of the use of games in patients undergoing hip arthroplasty. We conducted a scoping review to map and characterize the games used for the person undergoing hip arthroplasty. To perform this review, the respective descriptors were identified using search syntax appropriate to each of the databases: MEDLINE_ (Medical Literature Analysis and Retrieval System Online), CINAHL_ (Cumulative Index to Nursing and Allied Health Literature), SPORTDiscus, in the Psychology and Behavioral Sciences Collection, SCOPUS, SciELO (Scientific Electronic Library Online), and PEDRo (Physiotherapy Evidence Database). An initial 968 articles were identified, of which 7 articles were included. The domains of the games under analysis essentially focus on aspects of rehabilitation ( = 5), or related ( = 2), and mostly exergames ( = 6). However, the instruments, characteristics, and procedures used to evaluate the games in the included studies have little depth and large variability. Few games exist that support people who have undergone hip arthroplasty. Most of the games under review were exergames to support rehabilitation. Consequently, we recommend developing another type of game with a focus on monitoring, counseling, and/or social support for selfmanagement training in persons undergoing hip arthroplasty.

摘要

游戏化可以促进与健康相关的行为。本文首次尝试提供一个在髋关节置换患者中使用游戏的历史概述。我们进行了范围综述,以绘制和描述用于髋关节置换患者的游戏。为了进行这项综述,使用了适用于每个数据库的搜索语法来识别各自的描述符:MEDLINE_(医学文献分析和检索系统在线)、CINAHL_(护理和联合健康文献累积索引)、SPORTDiscus,在心理学和行为科学收藏中,SCOPUS、SciELO(科学电子图书馆在线)和 PEDRo(物理治疗证据数据库)。最初确定了 968 篇文章,其中 7 篇被纳入。正在分析的游戏领域主要集中在康复方面( = 5)或相关方面( = 2),主要是运动游戏( = 6)。然而,纳入研究中用于评估游戏的仪器、特征和程序深度不足且差异较大。支持髋关节置换患者的游戏很少。正在审查的大多数游戏都是运动游戏,以支持康复。因此,我们建议开发另一种类型的游戏,重点是监测、咨询和/或社会支持,以进行髋关节置换患者的自我管理培训。

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Nurs Open. 2022 Jul;9(4):2044-2053. doi: 10.1002/nop2.1215. Epub 2022 Apr 23.