Kim Sunghak, Wilson Paije, Abraham Olufunmilola
National Cancer Survivorship Center, National Cancer Control Institute, National Cancer Center, Goyang, Republic of Korea.
Ebling Library, School of Medicine and Public Health, University of Wisconsin-Madison, Madison, WI, United States.
JMIR Serious Games. 2024 Jul 10;12:e58724. doi: 10.2196/58724.
Effective health care services that meet the diverse needs of children and adolescents with cancer are required to alleviate their physical, psychological, and social challenges and improve their quality of life. Previous studies showed that serious games help promote people's health. However, the potential for serious games to be used for successful cancer control for children and adolescents has received less attention.
This scoping review aimed to map the use of serious games in cancer prevention and cancer care for children and adolescents, and provide future directions for serious games' development and implementation within the context of cancer control for children and adolescents.
This study followed a combination of the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) and the JBI (Joanna Briggs Institute) framework for the conduct of scoping reviews. PubMed, CINAHL Plus Full Text, Scopus, Web of Science Core Collection, and American Psychological Association (APA) PsycINFO databases were used for the search.
From the initial 2750 search results, 63 papers were included in the review, with 28 quantitative, 14 qualitative, and 21 mixed method studies. Most of the studies were cancer care serious game papers (55/63, 87%) and a small number of studies were cancer prevention serious game papers (8/63, 13%). The majority of the included studies were published between 2019 and 2023 (cancer prevention: 5/8, 63%; cancer care: 35/55, 64%). The majority of the studies were conducted in Europe (cancer prevention: 3/8, 38%; cancer care: 24/55, 44%) and North America (cancer prevention: 4/8, 50%; cancer care: 17/55, 31%). Adolescents were the most represented age group in the studies' participants (cancer prevention: 8/8, 100%; cancer care: 46/55, 84%). All (8/8, 100%) cancer prevention serious game papers included healthy people as participants, and 45 out of 55 (82%) cancer care serious game papers included patients with cancer. The majority of cancer prevention serious game papers addressed game preference as a target outcome (4/8, 50%). The majority of cancer care serious game papers addressed symptom management as a target outcome (28/55, 51%). Of the cancer care studies examining serious games for symptom management, the majority of the studies were conducted to treat psychological (13/55, 24%) and physical symptoms (10/55, 18%).
This review shows both the growth of interest in the use of serious games for cancer control among children and adolescents and the potential for bias in the relevant literature. The diverse characteristics of the included papers suggest that serious games can be used in various ways for cancer control among children and adolescents while highlighting the need to develop and implement serious games in underrepresented areas.
需要有效的医疗服务来满足患有癌症的儿童和青少年的多样化需求,以缓解他们的身体、心理和社会挑战,并提高他们的生活质量。先前的研究表明,严肃游戏有助于促进人们的健康。然而,严肃游戏在成功控制儿童和青少年癌症方面的潜力却较少受到关注。
本范围综述旨在梳理严肃游戏在儿童和青少年癌症预防与癌症护理中的应用情况,并为在儿童和青少年癌症控制背景下严肃游戏的开发和实施提供未来方向。
本研究遵循PRISMA-ScR(系统评价和Meta分析扩展版的首选报告项目)和JBI(乔安娜·布里格斯研究所)框架进行范围综述。使用PubMed、CINAHL Plus全文数据库、Scopus、科学引文索引核心合集和美国心理学会(APA)心理学文摘数据库进行检索。
从最初的2750条检索结果中,63篇论文被纳入综述,其中28篇为定量研究,14篇为定性研究,21篇为混合方法研究。大多数研究是关于癌症护理的严肃游戏论文(55/63,87%),少数研究是关于癌症预防的严肃游戏论文(8/63,13%)。纳入的研究大多发表于2019年至2023年之间(癌症预防:5/8,63%;癌症护理:35/55,64%)。大多数研究在欧洲(癌症预防:3/8,38%;癌症护理:24/55,44%)和北美(癌症预防:4/8,50%;癌症护理:17/55,31%)进行。青少年是研究参与者中占比最大的年龄组(癌症预防:8/8,100%;癌症护理:46/55,84%)。所有(8/8,100%)癌症预防严肃游戏论文的参与者均为健康人,55篇癌症护理严肃游戏论文中有45篇(82%)的参与者为癌症患者。大多数癌症预防严肃游戏论文将游戏偏好作为目标结果(4/8,50%)。大多数癌症护理严肃游戏论文将症状管理作为目标结果(28/55,51%)。在研究用于症状管理的癌症护理严肃游戏的研究中,大多数研究是针对心理症状(13/55,24%)和身体症状(10/55,18%)进行治疗的。
本综述显示了儿童和青少年中对使用严肃游戏控制癌症的兴趣增长以及相关文献中存在偏差的可能性。所纳入论文的多样特征表明,严肃游戏可通过多种方式用于儿童和青少年的癌症控制,同时凸显了在代表性不足的领域开发和实施严肃游戏的必要性。