Moreira Rui, Silveira Augusta, Sequeira Teresa, Durão Nuno, Lourenço Jessica, Cascais Inês, Cabral Rita Maria, Taveira Gomes Tiago
School of Medicine and Biomedical Sciences, Instituto de Ciencias Biomédicas Abel Salazar, University of Porto, Porto, Portugal.
Department of Stomatology and Oral Maxillofacial Surgery, University Hospital Center of Santo António, Porto, Portugal.
Interact J Med Res. 2024 Apr 4;13:e35132. doi: 10.2196/35132.
Oral health is a determinant of overall well-being and quality of life. Individual behaviors, such as oral hygiene and dietary habits, play a central role in oral health. Motivation is a crucial factor in promoting behavior change, and gamification offers a means to boost health-related knowledge and encourage positive health behaviors.
This study aims to evaluate the impact of gamification and its mechanisms on oral health care of children and adolescents.
A systematic search covered multiple databases: PubMed/MEDLINE, PsycINFO, the Cochrane Library, ScienceDirect, and LILACS. Gray literature, conference proceedings, and WHOQOL internet resources were considered. Studies from January 2013 to December 2022 were included, except for PubMed/MEDLINE, which was searched until January 2023. A total of 15 studies were selected following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The eligibility criteria were peer-reviewed, full-text, and empirical research related to gamification in oral health care, reports of impact, and oral health care outcomes. The exclusion criteria encompassed duplicate articles; unavailable full texts; nonoriginal articles; and non-digital game-related, non-oral health-related, and protocol studies. Selected studies were scrutinized for gamification mechanisms and outcomes. Two main questions were raised: "Does gamification in oral health care impact oral health?" and "Does oral health care gamification enhance health promotion and literacy?" The PICO (Patient, Intervention, Comparison, Outcome) framework guided the scoping review.
Initially, 617 records were obtained from 5 databases and gray literature sources. After applying exclusion criteria, 15 records were selected. Sample size in the selected studies ranged from 34 to 190 children and adolescents. A substantial portion (11/15, 73%) of the studies discussed oral self-care apps supported by evidence-based oral health. The most clearly defined data in the apps were "brushing time" (11/11, 100%) and "daily amount brushing" (10/11, 91%). Most studies (11/15, 73%) mentioned oral health care behavior change techniques and included "prompt intention formation" (11/26, 42%), "providing instructions" (11/26, 42%), "providing information on the behavior-health link" (10/26, 38%), "providing information on consequences" (9/26, 35%), "modeling or demonstrating behavior" (9/26, 35%), "providing feedback on performance" (8/26, 31%), and "providing contingent rewards" (8/26, 31%). Furthermore, 80% (12/15) of the studies identified game design elements incorporating gamification features in oral hygiene applications. The most prevalent gamification features were "ideological incentives" (10/12, 83%) and "goals" (9/16, 56%), which were found in user-specific and challenge categories, respectively.
Gamification in oral health care shows potential as an innovative approach to promote positive health behaviors. Most studies reported evidence-based oral health and incorporated oral health care behavior change techniques.
口腔健康是整体健康和生活质量的一个决定因素。个人行为,如口腔卫生和饮食习惯,在口腔健康中起着核心作用。动机是促进行为改变的关键因素,而游戏化提供了一种增加健康相关知识和鼓励积极健康行为的手段。
本研究旨在评估游戏化及其机制对儿童和青少年口腔保健的影响。
进行系统检索,涵盖多个数据库:PubMed/MEDLINE、PsycINFO、Cochrane图书馆、ScienceDirect和LILACS。还考虑了灰色文献、会议论文集和世界卫生组织生活质量互联网资源。纳入2013年1月至2022年12月的研究,但PubMed/MEDLINE的检索持续到2023年1月。按照PRISMA(系统评价和Meta分析的首选报告项目)指南共选择了15项研究。纳入标准为经同行评审的、全文的、与口腔保健中游戏化相关的实证研究、影响报告和口腔保健结果。排除标准包括重复文章;无法获取全文;非原创文章;以及与非数字游戏相关、与非口腔健康相关和方案研究。对选定的研究进行游戏化机制和结果审查。提出了两个主要问题:“口腔保健中的游戏化是否会影响口腔健康?”以及“口腔保健游戏化是否能增强健康促进和健康素养?”PICO(患者、干预措施、对照、结果)框架指导了范围综述。
最初,从5个数据库和灰色文献来源获得了617条记录。应用排除标准后,选择了15条记录。选定研究中的样本量从34名到190名儿童和青少年不等。大部分研究(15项中的11项,73%)讨论了基于循证口腔健康支持的口腔自我护理应用程序。应用程序中定义最明确的数据是“刷牙时间”(11项中的11项,100%)和“每日刷牙量”(11项中的10项,91%)。大多数研究(15项中的11项,73%)提到了口腔保健行为改变技术,包括“促使意图形成”(26项中的11项,42%)、“提供指导”(26项中的11项, 42%)、“提供行为与健康关联的信息”(26项中的10项,38%)、“提供后果信息”(26项中的9项,35%)、“示范行为”(26项中的9项,35%)、“提供绩效反馈”(26项中的8项,31%)以及“提供偶然奖励”(26项中的8项,31%)。此外,80%(15项中的12项)的研究确定了在口腔卫生应用中纳入游戏化特征的游戏设计元素。最普遍的游戏化特征分别是“思想激励”(12项中的10项,83%)和“目标”(16项中的9项,56%),分别出现在针对用户的类别和挑战类别中。
口腔保健中的游戏化作为一种促进积极健康行为的创新方法显示出潜力。大多数研究报告了基于循证的口腔健康,并纳入了口腔保健行为改变技术。