Department of Health Sciences, Fulda University of Applied Sciences, Fulda, Germany.
Center for Applied Health Sciences, Leuphana University Lüneburg, Lüneburg, Germany.
Front Public Health. 2023 Feb 28;11:1140665. doi: 10.3389/fpubh.2023.1140665. eCollection 2023.
Given its promising role in public health to address hard to reach population groups, game-based interventions (i.e., Games for Health, G4H) have experienced growing interest in recent years. Therefore, it is surprising that they have played only a minor role during the COVID-19 pandemic. Hence, the aim of this paper is to reflect the opportunities and challenges of G4H especially during the pandemic but also with regard to future health crises. As commercial video games (i.e., those that primarily aim to entertain its users) were often used to deal with the containment measures during the COVID-19 pandemic, we call for greater cooperation with commercial game makers to distribute health-related messages entertainment games. With regard to G4H we see a need to (i) strengthen the intervention theory underlying game-based applications, (ii) to enhance the appeal of games in order to maintain the interest of users in the long term, and (iii) to improve the evidence base using appropriate study designs. Finally, we argue for (iv) greater user involvement, both in terms of developing game-based approaches and as co-researchers in solving complex health problems.
鉴于游戏干预(即“游戏促进健康”,G4H)在解决难以接触的人群方面对公共卫生具有重要作用,近年来它越来越受到关注。然而,令人惊讶的是,在 COVID-19 大流行期间,它的作用微乎其微。因此,本文旨在探讨 G4H 的机遇和挑战,特别是在大流行期间,以及在未来的健康危机中。由于商业视频游戏(即主要旨在娱乐用户的游戏)常用于应对 COVID-19 大流行期间的遏制措施,我们呼吁加强与商业游戏制造商的合作,通过娱乐游戏传播健康相关信息。就 G4H 而言,我们认为需要(i)加强基于游戏的应用的干预理论,(ii)提高游戏的吸引力,以保持用户的长期兴趣,以及(iii)使用适当的研究设计来提高证据基础。最后,我们主张(iv)让更多的用户参与进来,无论是在开发基于游戏的方法方面,还是作为共同研究人员来解决复杂的健康问题方面。