调查在儿童和青少年中使用严肃游戏控制癌症的情况:范围审查。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-07-10 DOI:10.2196/58724
Sunghak Kim, Paije Wilson, Olufunmilola Abraham
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引用次数: 0

摘要

背景:需要提供有效的医疗保健服务来满足癌症儿童和青少年的不同需求,以减轻他们在生理、心理和社会方面所面临的挑战,提高他们的生活质量。以往的研究表明,严肃游戏有助于促进人们的健康。然而,严肃游戏用于成功控制儿童和青少年癌症的潜力却较少受到关注:本综述旨在了解严肃游戏在儿童和青少年癌症预防和癌症护理中的应用,并为严肃游戏在儿童和青少年癌症控制中的发展和实施提供未来方向:本研究结合了 PRISMA-ScR(系统综述和荟萃分析的首选报告项目)和 JBI(乔安娜-布里格斯研究所)框架来进行范围界定综述。检索使用了 PubMed、CINAHL Plus Full Text、Scopus、Web of Science Core Collection 和美国心理学会 (APA) PsycINFO 数据库:从最初的 2750 条搜索结果中,有 63 篇论文被纳入综述,其中包括 28 项定量研究、14 项定性研究和 21 项混合方法研究。大多数研究为癌症护理严肃游戏论文(55/63,87%),少数研究为癌症预防严肃游戏论文(8/63,13%)。大部分纳入的研究发表于 2019 年至 2023 年之间(癌症预防:5/8,63%;癌症护理:35/55,64%)。大部分研究在欧洲(癌症预防:3/8,38%;癌症护理:24/55,44%)和北美(癌症预防:4/8,50%;癌症护理:17/55,31%)进行。青少年是参与研究人数最多的年龄组(癌症预防:8/8,100%;癌症护理:46/55,84%)。所有(8/8,100%)癌症预防严肃游戏论文的参与者都是健康人,55 篇癌症护理严肃游戏论文中有 45 篇(82%)的参与者是癌症患者。大多数癌症预防严肃游戏论文将游戏偏好作为目标结果(4/8,50%)。大多数癌症护理严肃游戏论文将症状管理作为目标结果(28/55,51%)。在癌症护理研究中,大多数研究都将严肃游戏用于症状管理,以治疗心理症状(13/55,24%)和身体症状(10/55,18%):本综述既表明了儿童和青少年对利用严肃游戏控制癌症的兴趣日益浓厚,也表明了相关文献可能存在偏差。所收录论文的不同特点表明,严肃游戏可以以各种方式用于儿童和青少年的癌症控制,同时也强调了在代表性不足的地区开发和实施严肃游戏的必要性。
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Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review.

Background: Effective health care services that meet the diverse needs of children and adolescents with cancer are required to alleviate their physical, psychological, and social challenges and improve their quality of life. Previous studies showed that serious games help promote people's health. However, the potential for serious games to be used for successful cancer control for children and adolescents has received less attention.

Objective: This scoping review aimed to map the use of serious games in cancer prevention and cancer care for children and adolescents, and provide future directions for serious games' development and implementation within the context of cancer control for children and adolescents.

Methods: This study followed a combination of the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses Extension for Scoping Reviews) and the JBI (Joanna Briggs Institute) framework for the conduct of scoping reviews. PubMed, CINAHL Plus Full Text, Scopus, Web of Science Core Collection, and American Psychological Association (APA) PsycINFO databases were used for the search.

Results: From the initial 2750 search results, 63 papers were included in the review, with 28 quantitative, 14 qualitative, and 21 mixed method studies. Most of the studies were cancer care serious game papers (55/63, 87%) and a small number of studies were cancer prevention serious game papers (8/63, 13%). The majority of the included studies were published between 2019 and 2023 (cancer prevention: 5/8, 63%; cancer care: 35/55, 64%). The majority of the studies were conducted in Europe (cancer prevention: 3/8, 38%; cancer care: 24/55, 44%) and North America (cancer prevention: 4/8, 50%; cancer care: 17/55, 31%). Adolescents were the most represented age group in the studies' participants (cancer prevention: 8/8, 100%; cancer care: 46/55, 84%). All (8/8, 100%) cancer prevention serious game papers included healthy people as participants, and 45 out of 55 (82%) cancer care serious game papers included patients with cancer. The majority of cancer prevention serious game papers addressed game preference as a target outcome (4/8, 50%). The majority of cancer care serious game papers addressed symptom management as a target outcome (28/55, 51%). Of the cancer care studies examining serious games for symptom management, the majority of the studies were conducted to treat psychological (13/55, 24%) and physical symptoms (10/55, 18%).

Conclusions: This review shows both the growth of interest in the use of serious games for cancer control among children and adolescents and the potential for bias in the relevant literature. The diverse characteristics of the included papers suggest that serious games can be used in various ways for cancer control among children and adolescents while highlighting the need to develop and implement serious games in underrepresented areas.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
Effect of Virtual Reality Technology on Attention and Motor Ability in Children With Attention-Deficit/Hyperactivity Disorder: Systematic Review and Meta-Analysis. Using Digital Art and Attachment Priming in a Web-Based Serious Game to Reduce Pain and Social Disconnection in Individuals With Chronic Pain and Loneliness: Randomized Controlled Trial. Serious Game for the Nursing Assessment of Home-Dwelling Older Adults: Development and Validation Study. A Mixed Reality-based Tele-Supervised Ultrasound Education Platform on 5G network compared to Direct Supervision: Prospective Randomized Pilot Trial. Comparison of Occupational Performance in Immersive Virtual and Real Environments Among Patients With Stroke: Observational Randomized Crossover Pilot Study.
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