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基于移动健康的游戏化干预对改善心血管疾病患者身体活动的有效性:随机对照试验的系统评价和荟萃分析

Effectiveness of Mobile Health-Based Gamification Interventions for Improving Physical Activity in Individuals With Cardiovascular Diseases: Systematic Review and Meta-Analysis of Randomized Controlled Trials.

作者信息

Yu Tianzhuo, Parry Monica, Yu Tianyue, Xu Linqi, Wu Yuejin, Zeng Ting, Leng Xin, Tong Qian, Li Feng

机构信息

School of Nursing, Jilin University, Changchun, China.

Lawrence Bloomberg Faculty of Nursing, University of Toronto, Toronto, ON, Canada.

出版信息

JMIR Serious Games. 2025 Jan 24;13:e64410. doi: 10.2196/64410.

Abstract

BACKGROUND

Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancement of cardiovascular diseases (CVDs). However, evidence of its effectiveness remains mixed.

OBJECTIVE

This systematic review and meta-analysis aimed to evaluate the efficacy of gamification interventions in promoting PA during short-term and follow-up periods in individuals with CVDs and to explore the most effective game design elements.

METHODS

A comprehensive search of 7 electronic databases was conducted for randomized controlled trials published in English from January 1, 2010, to February 3, 2024. Eligible studies used mobile health-based gamification interventions to promote PA or reduce sedentary behavior in individuals with CVDs. In total, 2 independent reviewers screened the retrieved records, extracted data, and evaluated the risk of bias using the RoB 2 tool. Discrepancies were resolved by a third reviewer. Meta-analyses were performed using a random-effects model with the Sidik-Jonkman method adjusted by the Knapp-Hartung method. Sensitivity analysis and influence analysis examined the robustness of results, while prediction intervals indicated heterogeneity. A meta-regression using a multimodel inference approach explored the most important game design elements. Statistical analyses were conducted using R (version 4.3.2; R Foundation for Statistical Computing).

RESULTS

In total, 6 randomized controlled trials were included. Meta-analysis of 5 studies revealed a small effect of gamification interventions on short-term PA (after sensitivity analysis: Hedges g=0.32, 95% CI 0.19-0.45, 95% prediction interval [PI] 0.02-0.62). Meta-analysis of 3 studies found the maintenance effect (measured with follow-up averaging 2.5 months after the end of the intervention) was small (Hedges g=0.20, 95% CI 0.12-0.29, 95% PI -0.01 to 0.41). A meta-analysis of 3 studies found participants taking 696.96 more steps per day than the control group (95% CI 327.80 to 1066.12, 95% PI -121.39 to 1515.31). "Feedback" was the most important game design element, followed by "Avatar."

CONCLUSIONS

This meta-analysis demonstrates that gamification interventions effectively promote PA in individuals with CVD, with effects persisting beyond the intervention period, indicating they are not merely novel effects caused by the game nature of gamification. The 95% PI suggests that implementing gamification interventions in similar populations in the future will lead to actual effects in promoting PA in the vast majority of cases. However, the limited number of included studies underscores the urgent need for more high-quality research in this emerging field.

TRIAL REGISTRATION

PROSPERO CRD42024518795; https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=518795.

摘要

背景

游戏化是指在非游戏环境中运用游戏设计元素。通过游戏化促进身体活动(PA)是改善生活方式和缓解心血管疾病(CVD)进展的一种新颖且有前景的途径。然而,其有效性的证据仍然参差不齐。

目的

本系统评价和荟萃分析旨在评估游戏化干预在促进CVD患者短期和随访期PA方面的疗效,并探索最有效的游戏设计元素。

方法

对7个电子数据库进行全面检索,查找2010年1月1日至2024年2月3日以英文发表的随机对照试验。符合条件的研究使用基于移动健康的游戏化干预措施来促进CVD患者的PA或减少久坐行为。共有2名独立评审员筛选检索到的记录、提取数据,并使用RoB 2工具评估偏倚风险。分歧由第三位评审员解决。采用随机效应模型和经Knapp-Hartung方法调整的Sidik-Jonkman方法进行荟萃分析。敏感性分析和影响分析检验结果的稳健性,而预测区间表明异质性。使用多模型推断方法进行的荟萃回归探索了最重要的游戏设计元素。使用R(版本4.3.2;R统计计算基金会)进行统计分析。

结果

共纳入6项随机对照试验。对5项研究的荟萃分析显示,游戏化干预对短期PA有较小影响(敏感性分析后:Hedges g = 0.32,95% CI 0.19 - 0.45,95%预测区间[PI] 0.02 - 0.62)。对3项研究的荟萃分析发现维持效应(在干预结束后平均随访2.5个月进行测量)较小(Hedges g = 0.20,95% CI 0.12 - 0.29,95% PI -0.01至0.41)。对3项研究的荟萃分析发现,参与者每天比对照组多走696.96步(95% CI 327.80至1066.12,95% PI -121.39至1515.31)。“反馈”是最重要的游戏设计元素,其次是“化身”。

结论

本荟萃分析表明,游戏化干预有效地促进了CVD患者的PA,且效果在干预期后仍然持续,这表明它们不仅仅是由游戏化的游戏性质所导致的新奇效应。95%的PI表明,未来在类似人群中实施游戏化干预将在绝大多数情况下对促进PA产生实际效果。然而,纳入研究数量有限突出了在这一新兴领域迫切需要更多高质量研究。

试验注册

PROSPERO CRD42024518795;https://www.crd.york.ac.uk/prospero/display_record.php?RecordID=518795

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/ecca/11806271/f4bc20ed4636/games_v13i1e64410_fig1.jpg

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