Jitmun Waritsara, Palee Patison, Choosri Noppon, Surapunt Tisinee
College of Arts, Media, and Technology, Chiang Mai University, Chiang Mai, Thailand.
Data Analytics and Knowledge Synthesis for Healthcare (DAKSH) Research Group, College of Arts, Media, and Technology, Chiang Mai University, Chiang Mai, Thailand.
JMIR Serious Games. 2023 Sep 5;11:e39915. doi: 10.2196/39915.
BACKGROUND: AIDS, which is caused by HIV, has long been one of the most significant global public health issues. Since the beginning of the HIV epidemic, various types of nonelectronic communication tools have been commonly used in HIV/AIDS prevention and care, but studies that apply the potential of electronic games are still limited. OBJECTIVE: We aimed to identify, compare, and describe serious games and gamified systems currently used in HIV/AIDS prevention and care that were studied over a specific period of time. METHODS: A scoping review was conducted into serious games and gamified systems used in HIV prevention and care in various well-known digital libraries from January 2010 to July 2021. RESULTS: After identifying research papers and completing the article selection process, 49 of the 496 publications met the inclusion criteria and were examined. A total of 32 articles described 22 different serious games, while 17 articles described 13 gamified systems for HIV prevention and care. CONCLUSIONS: Most of the studies described in the publications were conducted in the United States, while only a few studies were performed in sub-Saharan African countries, which have the highest global HIV/AIDS infection rates. Regarding the development platform, the vast majority of HIV/AIDS gaming systems were typically deployed on mobile devices. This study demonstrates the effectiveness of using serious games and gamified systems. Both can improve the efficacy of HIV/AIDS prevention strategies, particularly those that encourage behavior change.
背景:由人类免疫缺陷病毒(HIV)引起的艾滋病长期以来一直是全球最重要的公共卫生问题之一。自HIV流行开始以来,各种非电子通信工具已普遍用于HIV/AIDS的预防和护理,但应用电子游戏潜力的研究仍然有限。 目的:我们旨在识别、比较和描述在特定时间段内研究的目前用于HIV/AIDS预防和护理的严肃游戏和游戏化系统。 方法:于2010年1月至2021年7月在各种知名数字图书馆中对用于HIV预防和护理的严肃游戏和游戏化系统进行了范围综述。 结果:在识别研究论文并完成文章筛选过程后,496篇出版物中的49篇符合纳入标准并进行了审查。共有32篇文章描述了22种不同的严肃游戏,而17篇文章描述了13种用于HIV预防和护理的游戏化系统。 结论:出版物中描述的大多数研究是在美国进行的,而在全球HIV/AIDS感染率最高的撒哈拉以南非洲国家进行的研究很少。关于开发平台,绝大多数HIV/AIDS游戏系统通常部署在移动设备上。本研究证明了使用严肃游戏和游戏化系统的有效性。两者都可以提高HIV/AIDS预防策略的效果,特别是那些鼓励行为改变的策略。
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