Department of Biological and Health Psychology, Universidad Autonoma Madrid, 28049 Madrid, Spain.
Department of Personality, Assessment and Psychological Treatments, University of Murcia, 30100 Murcia, Spain.
Int J Environ Res Public Health. 2021 Dec 9;18(24):12997. doi: 10.3390/ijerph182412997.
Sports injuries have become a real health concern. Particularly noticeable is the increasing number of severe sports injuries among young people. Sports injury (SI) is a multifactorial event where many internal and external, proximal and remote factors play a role in a recursive way, including physical and psychological variables. Accordingly, many voices expressing the need of tackling that and several prevention programs have arisen. Nevertheless, different barriers and limitations prevent a wide extension of well-controlled programs, closely monitored by highly specialized professionals in ordinary sports grass-root organizations. These have helped flourishing different low intensity (LI)-interventions and e-Health apps focusing on both physical warmup, training and fitness, and mental skills aimed at reducing athlete's vulnerability to SIs. This kind of intervention usually uses self-administered techniques and/or non-specialized staff that can effectively monitoring the program. In fact, LI-interventions have shown to be effective coping with different health and psychological issues. However, these interventions face an important challenge: the lack of engagement people usually show. The current paper proposes how gamification can contribute to the engagement to such interventions. Based on the mechanics-dynamics-aesthetics framework to analyze game design, the paper suggests a set of guidelines app- and web-LI interventions aimed at preventing SIs should include to foster motivation and reduce attrition.
运动损伤已成为一个真正的健康关注点。尤其值得注意的是,年轻人中严重运动损伤的数量不断增加。运动损伤(SI)是一个多因素事件,许多内部和外部、近端和远程因素以递归的方式发挥作用,包括身体和心理变量。因此,许多声音表达了应对这一问题的需求,并出现了几个预防计划。然而,不同的障碍和限制阻止了经过良好控制的计划在普通体育基层组织中得到广泛推广,这些计划由高度专业化的专业人员密切监测。这些计划有助于开展不同强度较低(LI)的干预和电子健康应用,重点关注身体热身、训练和健身以及旨在降低运动员易受 SI 影响的心理技能。这种干预通常使用自我管理技术和/或非专业人员,他们可以有效地监测该计划。事实上,LI 干预已被证明在应对不同的健康和心理问题方面是有效的。然而,这些干预措施面临着一个重要的挑战:人们通常表现出缺乏参与度。本文提出了游戏化如何有助于提高对这些干预措施的参与度。基于分析游戏设计的机制-动态-美学框架,本文提出了一套应用程序和网络 LI 干预指南,旨在促进动机并减少流失率。