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数字严肃游戏促进慢性病患儿行为改变:系统评价及自我管理学习框架的构建。

Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework.

机构信息

Department of Clinical Pharmacy, School of Pharmacy, Taipei Medical University, Taipei, Taiwan.

Program Study of Pharmacy, Faculty of Mathematics and Science, Udayana University, Badung, Indonesia.

出版信息

J Med Internet Res. 2024 Aug 19;26:e49692. doi: 10.2196/49692.

Abstract

BACKGROUND

Digital serious games (SGs) have rapidly become a promising strategy for entertainment-based health education; however, developing SGs for children with chronic diseases remains a challenge.

OBJECTIVE

In this study, we attempted to provide an updated scope of understanding of the development and evaluation of SG educational tools and develop a framework for SG education development to promote self-management activities and behavior change in children with chronic diseases.

METHODS

This study consists of a knowledge base and an analytical base. This study followed the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) guidelines. To build the knowledge base, 5 stages of research were developed, including refining the review question (stage 1), searching for studies (stage 2), selecting relevant studies (stage 3), charting the information (stage 4), and collating the results (stage 5). Eligible studies that developed SG prototypes and evaluated SG education for children with chronic diseases were searched for in PubMed, Embase, Google Scholar, and peer-reviewed journals. In the analytical base, the context-mechanism-output approach and game taxonomy were used to analyze relevant behavioral theories and essential game elements. Game taxonomy included social features, presentation, narrative and identity, rewards and punishment, and manipulation and control. A total of 2 researchers selected the domains for the included behavioral theories and game elements. The intended SG framework was finalized by assembling SG fragments. Those SG fragments were appropriately reintegrated to visualize a new SG framework.

RESULTS

This scoping review summarized data from 16 randomized controlled trials that evaluated SG education for children with chronic diseases and 14 studies on SG frameworks. It showed that self-determination theory was the most commonly used behavioral theory (9/30, 30%). Game elements included feedback, visual and audio designs, characters, narratives, rewards, challenges, competitions, goals, levels, rules, and tasks. In total, 3 phases of a digital SG framework are proposed in this review: requirements (phase 1), design and development (phase 2), and evaluation (phase 3). A total of 6 steps are described: exploring SG requirements (step 1), identifying target users (step 2), designing an SG prototype (step 3), building the SG prototype (step 4), evaluating the SG prototype (step 5), and marketing and monitoring the use of the SG prototype (step 6). Safety recommendations to use digital SG-based education for children in the post-COVID-19 era were also made.

CONCLUSIONS

This review summarizes the fundamental behavioral theories and game elements of the available literature to establish a new theory-driven step-by-step framework. It can support game designers, clinicians, and educators in designing, developing, and evaluating digital, SG-based educational tools to increase self-management activities and promote behavior change in children with chronic diseases.

摘要

背景

数字严肃游戏(SGs)已迅速成为基于娱乐的健康教育的一种有前途的策略;然而,为患有慢性病的儿童开发 SG 仍然是一个挑战。

目的

本研究旨在提供对 SG 教育工具的开发和评估的更全面的理解,并为 SG 教育的发展制定一个框架,以促进慢性病儿童的自我管理活动和行为改变。

方法

本研究由知识库和分析库组成。本研究遵循 PRISMA-ScR(用于系统评价和荟萃分析扩展的首选报告项目)指南。为了构建知识库,开发了 5 个研究阶段,包括精炼审查问题(第 1 阶段)、搜索研究(第 2 阶段)、选择相关研究(第 3 阶段)、绘制信息(第 4 阶段)和整理结果(第 5 阶段)。在 PubMed、Embase、Google Scholar 和同行评议期刊中搜索为患有慢性病的儿童开发 SG 原型并评估 SG 教育的合格研究。在分析库中,使用情境-机制-输出方法和游戏分类法分析相关行为理论和基本游戏元素。游戏分类包括社会特征、演示、叙事和身份、奖励和惩罚以及操纵和控制。共有 2 名研究人员为纳入的行为理论和游戏元素选择了领域。通过组装 SG 片段完成了预期的 SG 框架。这些 SG 片段被适当地重新整合,以可视化一个新的 SG 框架。

结果

这项范围综述总结了 16 项评估慢性病儿童 SG 教育的随机对照试验和 14 项 SG 框架研究的数据。结果表明,自我决定理论是最常用的行为理论(30%,9/30)。游戏元素包括反馈、视觉和音频设计、角色、叙事、奖励、挑战、比赛、目标、关卡、规则和任务。总共提出了数字 SG 框架的 3 个阶段:需求(第 1 阶段)、设计和开发(第 2 阶段)以及评估(第 3 阶段)。共描述了 6 个步骤:探索 SG 需求(步骤 1)、确定目标用户(步骤 2)、设计 SG 原型(步骤 3)、构建 SG 原型(步骤 4)、评估 SG 原型(步骤 5)以及营销和监控 SG 原型的使用(步骤 6)。还针对后 COVID-19 时代儿童使用基于数字 SG 的教育提出了安全建议。

结论

本综述总结了现有文献中基本的行为理论和游戏元素,以建立一个新的基于理论的逐步框架。它可以为游戏设计师、临床医生和教育工作者提供支持,帮助他们设计、开发和评估基于数字 SG 的教育工具,以增加慢性病儿童的自我管理活动并促进行为改变。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/4cca/11369548/0558cd990700/jmir_v26i1e49692_fig1.jpg

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