促进学龄儿童社会心理健康的游戏化干预措施:范围综述》。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-05-17 DOI:10.1089/g4h.2023.0115
Kaile Kubota, Jennifer Auxier, Funda Aslan, Katja Joronen, Anni Pakarinen
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引用次数: 0

摘要

游戏化健康干预可以提供以儿童为中心、量身定制的健康促进策略。有证据表明,游戏的各种机制可以促进参与,从而促进健康和幸福,影响健康行为。目前,学龄儿童面临的社会心理挑战正成为全球性的困境。我们进行了一次范围界定综述,以探索游戏化干预措施在促进普通学龄儿童社会心理健康方面的证据范围和性质。我们遵循 Arksey 和 O'Malley 框架,从五个数据库中提取了证据来源。我们根据游戏化分类法和干预措施描述与复制模板(TIDieR),对综述结果进行了基本的数字分析总结,并提供了叙述性说明。我们确定了 12 项游戏化干预措施,并收录了 23 项报告其发展和评估情况的记录。情绪、行为、社交技能和心理健康理论是常用的框架。叙事是最常用的游戏化机制(11/12,91.7%),其次是头像和任务(10/12,83.3%)、反馈系统和等级进展(9/12,75%)、积分(7/12,58.3%)、徽章(5/12,41.7%)、进度条(4/12,33.3%)以及虚拟物品、提醒和时间压力(2/12,16.7%)。所包含的证据来源报告称,在一些测量的社会心理成果方面取得了显著改善;然而,针对这一特定目标群体在这一领域的研究仍然相当有限。还需要进一步研究,以确定应用理论和游戏化机制如何带来社会心理结果的改变,从而弥补现有证据的不足。
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Gamified Interventions for Promoting the Psychosocial Well-Being of School-Aged Children: A Scoping Review.

Gamified health interventions can offer child-centered and tailored health-promoting strategies. Evidence suggests that its various mechanics foster engagement that can be utilized to promote health and well-being and influence health behavior. At present, psychosocial challenges among school-aged children are becoming a global predicament. We conducted a scoping review to explore the range and nature of evidence on gamified interventions for promoting the psychosocial well-being of school-aged children from the general population. We followed the Arksey and O'Malley framework and extracted sources of evidence from five databases. Our review findings were summarized with basic numerical analysis and provided with narrative accounts based on a gamification taxonomy and the Template for Intervention Description and Replication (TIDieR). We identified 12 gamified interventions and included 23 records that reported their development and evaluation. Theories on emotions, behaviors, social skills, and mental health were commonly applied frameworks. Narrative was found as the most commonly used gamification mechanic (11/12, 91.7%), followed by avatar and tasks (10/12, 83.3%), feedback system and level progression (9/12, 75%), points (7/12, 58.3%), badges (5/12, 41.7%), progress bar (4/12, 33.3%), and virtual goods, reminders, and time pressure (2/12, 16.7%). The included sources of evidence reported significant improvements in some of the measured psychosocial outcomes; however, studies on this domain for this particular target group are still considerably limited. Further research is needed to determine how the applied theories and gamification mechanics brought about the change in psychosocial outcomes, bridging the gap in current evidence.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
期刊最新文献
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