游戏化与儿童和青少年口腔健康:范围审查。

IF 1.9 Q3 MEDICINE, RESEARCH & EXPERIMENTAL Interactive Journal of Medical Research Pub Date : 2024-04-04 DOI:10.2196/35132
Rui Moreira, Augusta Silveira, Teresa Sequeira, Nuno Durão, Jessica Lourenço, Inês Cascais, Rita Maria Cabral, Tiago Taveira Gomes
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引用次数: 0

摘要

背景:口腔健康是整体福祉和生活质量的决定因素。口腔卫生和饮食习惯等个人行为对口腔健康起着核心作用。动机是促进行为改变的关键因素,而游戏化提供了一种提高健康相关知识和鼓励积极健康行为的手段:本研究旨在评估游戏化及其机制对儿童和青少年口腔保健的影响:方法:对多个数据库进行系统检索:PubMed/MEDLINE、PsycINFO、Cochrane 图书馆、ScienceDirect 和 LILACS。还考虑了灰色文献、会议论文集和 WHOQOL 互联网资源。除PubMed/MEDLINE(搜索至2023年1月)外,2013年1月至2022年12月的研究均被纳入。根据 PRISMA(系统综述和元分析首选报告项目)指南,共筛选出 15 项研究。合格标准为经同行评审的全文,以及与口腔保健游戏化、影响报告和口腔保健结果相关的实证研究。排除标准包括重复文章、无法获得的全文、非原创文章、非数字游戏相关、非口腔健康相关和协议研究。对所选研究的游戏化机制和结果进行了仔细研究。提出了两个主要问题:"口腔保健游戏化对口腔健康有影响吗?"和 "口腔保健游戏化是否能提高健康促进和素养?PICO(患者、干预、比较、结果)框架为范围界定审查提供了指导:最初从 5 个数据库和灰色文献来源获得了 617 条记录。在采用排除标准后,选出了 15 条记录。所选研究的样本量从 34 到 190 名儿童和青少年不等。大部分研究(11/15,73%)讨论了口腔自我护理应用程序,这些应用程序得到了以证据为基础的口腔健康的支持。应用程序中最明确的数据是 "刷牙时间"(11/11,100%)和 "每日刷牙量"(10/11,91%)。大多数研究(11/15,73%)提到了口腔保健行为改变技术,包括 "促使意向形成"(11/26,42%)、"提供指导"(11/26,42%)、"提供行为与健康联系的信息"(10/26,38%)、"提供后果信息"(9/26,35%)、"示范或演示行为"(9/26,35%)、"提供表现反馈"(8/26,31%)和 "提供或有奖励"(8/26,31%)。此外,80%(12/15)的研究确定了在口腔卫生应用中融入游戏化特征的游戏设计元素。最普遍的游戏化特征是 "意识形态激励"(10/12,83%)和 "目标"(9/16,56%),它们分别出现在特定用户和挑战类别中:口腔保健中的游戏化作为一种促进积极健康行为的创新方法,显示了其潜力。大多数研究报告了基于证据的口腔保健,并纳入了口腔保健行为改变技术。
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Gamification and Oral Health in Children and Adolescents: Scoping Review.

Background: Oral health is a determinant of overall well-being and quality of life. Individual behaviors, such as oral hygiene and dietary habits, play a central role in oral health. Motivation is a crucial factor in promoting behavior change, and gamification offers a means to boost health-related knowledge and encourage positive health behaviors.

Objective: This study aims to evaluate the impact of gamification and its mechanisms on oral health care of children and adolescents.

Methods: A systematic search covered multiple databases: PubMed/MEDLINE, PsycINFO, the Cochrane Library, ScienceDirect, and LILACS. Gray literature, conference proceedings, and WHOQOL internet resources were considered. Studies from January 2013 to December 2022 were included, except for PubMed/MEDLINE, which was searched until January 2023. A total of 15 studies were selected following PRISMA (Preferred Reporting Items for Systematic Reviews and Meta-Analyses) guidelines. The eligibility criteria were peer-reviewed, full-text, and empirical research related to gamification in oral health care, reports of impact, and oral health care outcomes. The exclusion criteria encompassed duplicate articles; unavailable full texts; nonoriginal articles; and non-digital game-related, non-oral health-related, and protocol studies. Selected studies were scrutinized for gamification mechanisms and outcomes. Two main questions were raised: "Does gamification in oral health care impact oral health?" and "Does oral health care gamification enhance health promotion and literacy?" The PICO (Patient, Intervention, Comparison, Outcome) framework guided the scoping review.

Results: Initially, 617 records were obtained from 5 databases and gray literature sources. After applying exclusion criteria, 15 records were selected. Sample size in the selected studies ranged from 34 to 190 children and adolescents. A substantial portion (11/15, 73%) of the studies discussed oral self-care apps supported by evidence-based oral health. The most clearly defined data in the apps were "brushing time" (11/11, 100%) and "daily amount brushing" (10/11, 91%). Most studies (11/15, 73%) mentioned oral health care behavior change techniques and included "prompt intention formation" (11/26, 42%), "providing instructions" (11/26, 42%), "providing information on the behavior-health link" (10/26, 38%), "providing information on consequences" (9/26, 35%), "modeling or demonstrating behavior" (9/26, 35%), "providing feedback on performance" (8/26, 31%), and "providing contingent rewards" (8/26, 31%). Furthermore, 80% (12/15) of the studies identified game design elements incorporating gamification features in oral hygiene applications. The most prevalent gamification features were "ideological incentives" (10/12, 83%) and "goals" (9/16, 56%), which were found in user-specific and challenge categories, respectively.

Conclusions: Gamification in oral health care shows potential as an innovative approach to promote positive health behaviors. Most studies reported evidence-based oral health and incorporated oral health care behavior change techniques.

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来源期刊
Interactive Journal of Medical Research
Interactive Journal of Medical Research MEDICINE, RESEARCH & EXPERIMENTAL-
自引率
0.00%
发文量
45
审稿时长
12 weeks
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