Zhu Jiajia, Chen Mengyi, Jiang Weihong, Li Jiajia, Liu Xin, Jin Hongcheng, Zhu Jihua
Department of Nursing, The Children's Hospital, Zhejiang University School of Medicine, National Clinical Research Center for Child Health, Hangzhou, Zhejiang Province, China.
Cardiac Surgical Ward, The Children's Hospital, Zhejiang University School of Medicine, National Clinical Research Center for Child Health, Hangzhou, Zhejiang Province, China.
Digit Health. 2025 Aug 3;11:20552076251365017. doi: 10.1177/20552076251365017. eCollection 2025 Jan-Dec.
BACKGROUND: With rising concerns over physical inactivity in children and adolescents, gamified digital exercise interventions have emerged as promising strategies to enhance engagement and adherence to physical activity (PA). However, their overall effectiveness and the key behavior change techniques (BCTs) that drive success remain unclear. METHODS: This systematic review will assess the effects of gamified and digital exercise interventions on PA and health outcomes in children and adolescents aged 6-18 years. We will include randomized controlled trials and non-randomized studies of interventions focusing on interventions using digital technologies such as exergames, mobile applications, virtual reality, augmented reality, and wearables, with at least one gamification element. A comprehensive search will be conducted in PubMed, Web of Science, Scopus, Embase, CINAHL, PsycINFO, Cochrane Library, IEEE Xplore, CNKI, and Wanfang Data, covering studies from January 2014 to August 2025. BCTs will be categorized using the BCT Taxonomy v1 (BCTTv1), and data will be synthesized through meta-analysis or narrative synthesis depending on study homogeneity. The Promise Ratio will be used to identify the most effective BCTs. CONCLUSION: This review will provide valuable insights into the effectiveness of gamified and digital exercise interventions, helping to identify key BCTs that contribute to successful outcomes. The findings will guide the design and optimization of future exercise interventions among children and adolescents, with the goal of improving their overall health and well-being. PROSPERO REGISTRATION NUMBER: CRD420250651337.
背景:随着对儿童和青少年身体活动不足的担忧日益增加,游戏化数字运动干预已成为增强身体活动(PA)参与度和依从性的有前景的策略。然而,它们的总体有效性以及推动成功的关键行为改变技术(BCTs)仍不明确。 方法:本系统评价将评估游戏化和数字运动干预对6至18岁儿童和青少年的身体活动及健康结局的影响。我们将纳入随机对照试验和非随机研究,这些研究聚焦于使用数字技术(如运动游戏、移动应用程序、虚拟现实、增强现实和可穿戴设备)的干预措施,且至少包含一个游戏化元素。将在PubMed、科学网、Scopus、Embase、CINAHL、PsycINFO、Cochrane图书馆、IEEE Xplore、中国知网和万方数据中进行全面检索,涵盖2014年1月至2025年8月的研究。将使用行为改变技术分类法v1(BCTTv1)对BCTs进行分类,并根据研究同质性通过荟萃分析或叙述性综合对数据进行综合。承诺比将用于确定最有效的BCTs。 结论:本评价将为游戏化和数字运动干预的有效性提供有价值的见解,有助于确定促成成功结局的关键BCTs。研究结果将指导未来儿童和青少年运动干预的设计和优化,以改善他们的整体健康和幸福感。 PROSPERO注册号:CRD420250651337。
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