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游戏化作为肿瘤患者的一种教育方法:一项系统的范围综述。

Gamification as an Educational Approach for Oncological Patients: A Systematic Scoping Review.

作者信息

Poliani Andrea, Gnecchi Silvia, Villa Giulia, Rosa Debora, Manara Duilio F

机构信息

Center for Nursing Research and Innovation, Faculty of Medicine and Surgery, Vita-Salute San Raffaele University, 20132 Milan, Italy.

IRCSS San Raffaele Scientific Institute, 20132 Milan, Italy.

出版信息

Healthcare (Basel). 2023 Dec 7;11(24):3116. doi: 10.3390/healthcare11243116.

Abstract

BACKGROUND

Education plays a pivotal role in the care of oncological patients, reducing health costs, hospital readmission, and disease relapses. Education can be supportive in achieving multiple outcomes, improving symptom control and quality of life. A new approach is emerging in patient education: gamification. Gamification was defined as the "use of game elements in non-game contexts", including the application of games in serious contexts. The aim of this review is to explore the use of gamification in the oncology setting.

METHODS

A systematic scoping review was conducted in the MEDLINE, CINAHL, PsychINFO, Embase, Scopus, and Cochrane Library databases using the JBI guidelines.

RESULTS

The 13 included reports were critically appraised by two reviewers independently. It seems that gamification could be effective both in prevention and cancer treatments. Gamification also seems to improve chemotherapy-induced nausea and vomiting management, quality of life, and reduced anxiety levels in different cancer groups. Moreover, gamification seems effective in improving self-care in cancer patients, regardless of gender, age, and ethnicity.

CONCLUSIONS

Gamification improves patient engagement and biopsychosocial outcomes and could represent a valid approach to cancer patient education; however, it is not a substitute for healthcare professionals, who remain the leaders in the education process.

摘要

背景

教育在肿瘤患者护理中起着关键作用,可降低医疗成本、减少医院再入院率和疾病复发率。教育有助于实现多种成果,改善症状控制和生活质量。一种新的患者教育方法正在兴起:游戏化。游戏化被定义为“在非游戏环境中使用游戏元素”,包括在严肃情境中应用游戏。本综述的目的是探讨游戏化在肿瘤学领域的应用。

方法

按照JBI指南,在MEDLINE、CINAHL、PsychINFO、Embase、Scopus和Cochrane图书馆数据库中进行了系统的范围综述。

结果

13篇纳入报告由两名评审员独立进行严格评估。游戏化似乎在预防和癌症治疗中均有效。游戏化似乎还能改善化疗引起的恶心和呕吐管理、生活质量,并降低不同癌症群体的焦虑水平。此外,无论性别、年龄和种族如何,游戏化在改善癌症患者的自我护理方面似乎都很有效。

结论

游戏化可提高患者参与度并改善生物心理社会结局,可能是癌症患者教育的一种有效方法;然而,它不能替代医疗保健专业人员,他们仍是教育过程中的主导者。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/2ada/10742971/870e08a8e867/healthcare-11-03116-g001.jpg

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