Psynaptic, Psicología y Servicios Científicos y Tecnológicos S.L.P, Sant Quirze del Vallès, 08192 Barcelona, Spain.
GIES Research Group, Basic Psychology Department, Universitat Autònoma de Barcelona (UAB), 08192 Bellaterra, Spain.
Int J Environ Res Public Health. 2024 Jul 28;21(8):990. doi: 10.3390/ijerph21080990.
The concept of gamification, originally rooted in digital media and game design, has increasingly emerged as a pivotal element in psychology and engagement strategies. Its application spans diverse domains within healthcare, offering innovative solutions to transform patient care through behavior modification and heightened engagement. This contemporary perspective explores theoretical frameworks and provides a critical interdisciplinary examination of current advancements in gamification for mental health and health psychology, identifying existing knowledge gaps and projecting future trends and research directions within these contexts. Based on this, concise criteria for designing, implementing, and evaluating gamification in healthcare, aligned with acknowledged best practices to promote ethical, fair, and trustworthy systems, are outlined, establishing a robust theoretical framework to design gamified interventions and scientifically evaluate their impact.
游戏化的概念最初源于数字媒体和游戏设计,现已逐渐成为心理学和参与策略中的关键要素。它在医疗保健领域的多个领域得到了应用,通过行为改变和提高参与度为改善患者护理提供了创新的解决方案。本当代视角探讨了理论框架,并对心理健康和健康心理学领域中游戏化的当前进展进行了批判性的跨学科研究,确定了现有知识差距,并预测了这些领域中的未来趋势和研究方向。在此基础上,制定了与公认的最佳实践相一致的简洁准则,以设计、实施和评估医疗保健中的游戏化,从而促进公平、公正和值得信赖的系统,为设计游戏化干预措施和科学评估其影响建立了强大的理论框架。