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电子健康干预措施中的游戏机制促进慢性病青少年的自我管理:来自 eHealth Junior 联盟的系统评价和荟萃分析方案。

Game mechanics in eHealth interventions promoting self-management in young people with chronic diseases: a protocol for a systematic review and meta-analyses from the eHealth Junior Consortium.

机构信息

Department of Social and Behavioral Science, Harvard T.H. Chan School of Public Health, Harvard University, Boston, Massachusetts, USA

Department of Experimental Psychology, Utrecht University, Utrecht, The Netherlands

出版信息

BMJ Open. 2022 Sep 27;12(9):e059581. doi: 10.1136/bmjopen-2021-059581.

Abstract

INTRODUCTION

Young people (aged 10-25 years) with chronic diseases are vulnerable to have reduced social participation and quality of life. It is important to empower young people to engage in their chronic diseases self-management. In comparison with traditional face-to-face care, interventions delivered through the internet and related technologies (eHealth) are less stigmatising and more accessible. Gamified eHealth self-management interventions may be particularly promising for young people. This systematic review aims at identifying (1) the game mechanics that have been implemented in eHealth interventions to support young people's self-management of their chronic (somatic or psychiatric) diseases, (2) the investigators' rationale for implementing such game mechanics and, if possible, (3) the effects of these interventions.

METHODS AND ANALYSIS

The Preferred Reporting Items for Systematic reviews and Meta-Analysis statement guidelines will be followed. A systematic search of the literature will be conducted in Embase, Psycinfo and Web of Science from inception until 30 August 2022. Studies will be eligible if focused on (1) young people (aged 10-25 years) with chronic diseases and (2) describing gamified eHealth self-management interventions. When possible, the effects of the gamified interventions will be compared with non-gamified interventions or care-as-usual. Primary quantitative, qualitative or mixed-method studies written in English will be included. Two independent reviewers will (1) select studies, (2) extract and summarise the implemented game mechanics as well as the characteristics of the intervention and study, (3) evaluate their methodological quality and (4) synthesise the evidence. The reviewers will reach a consensus through discussion, and if required, a third researcher will be consulted.

ETHICS AND DISSEMINATION

As systematic reviews use publicly available data, no formal ethical review and approval are needed. Findings will be published in peer-reviewed journals, presented at conferences and communicated to relevant stakeholders including patient organisations via the eHealth Junior Consortium.

PROSPERO REGISTRATION NUMBER

CRD42021293037.

摘要

简介

患有慢性病的年轻人(10-25 岁)易出现社会参与度降低和生活质量下降的情况。赋能年轻人参与慢性病自我管理非常重要。与传统的面对面护理相比,通过互联网和相关技术(电子健康)提供的干预措施的污名化程度较低,也更容易获得。游戏化的电子健康自我管理干预措施对于年轻人来说可能特别有前景。本系统评价旨在确定:(1)电子健康干预措施中实施的游戏机制,以支持年轻人对其慢性(躯体或精神)疾病的自我管理;(2)研究人员实施此类游戏机制的基本原理;如果可能,(3)这些干预措施的效果。

方法和分析

将遵循系统评价和荟萃分析报告的首选报告项目声明指南。从开始到 2022 年 8 月 30 日,将在 Embase、Psycinfo 和 Web of Science 中进行系统文献检索。如果研究重点是:(1)患有慢性病的年轻人(10-25 岁);(2)描述游戏化的电子健康自我管理干预措施,则研究将符合条件。在可能的情况下,将比较游戏化干预措施与非游戏化干预措施或常规护理的效果。纳入的研究包括以英文撰写的主要定量、定性或混合方法研究。两名独立的审查员将:(1)选择研究;(2)提取和总结实施的游戏机制以及干预措施和研究的特征;(3)评估其方法学质量;(4)综合证据。审查员将通过讨论达成一致意见,如果需要,将咨询第三名研究人员。

伦理和传播

由于系统评价使用公开可用的数据,因此不需要正式的伦理审查和批准。研究结果将发表在同行评议的期刊上,在会议上展示,并通过电子健康青少年联盟传达给相关利益相关者,包括患者组织。

PROSPERO 注册号:CRD42021293037。

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