Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review.

Gamification and Adherence to Web-Based Mental Health Interventions: A Systematic Review.
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DOI:
10.2196/mental.5710
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发表时间:
2016-08-24
期刊:
影响因子:
5.2
通讯作者:
John A
John A
中科院分区:
医学2区
文献类型:
--
作者:
Brown M;O'Neill N;van Woerden H;Eslambolchilar P;Jones M;John A

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坚持对常见精神障碍(cmd)和健康进行有效的基于网络的干预仍然是一个关键问题,显然有可能提高有效性。需要继续查明和审查基于网络的干预措施中的“有效”技术成分。游戏化是指在非游戏环境中使用游戏设计元素和功能。健康和生活方式干预在其设计中实施了各种游戏功能,以鼓励参与并增加计划的依从性。游戏化对项目依从性的潜在影响尚未在设计用于管理慢性病和健康的基于网络的干预措施的背景下进行研究。本研究旨在回顾文献,以检验游戏特征是否能预测或影响旨在管理慢性病和健康的基于网络的干预措施的计划依从率。系统回顾了同行评议的随机对照试验(rct),这些试验旨在管理cmd或幸福感,并纳入游戏化特征。检索了七个电子数据库。共有61项随机对照试验符合纳入标准,并确定了47个不同的干预方案。大多数设计是为了使用认知行为疗法来控制抑郁症。10个受欢迎的游戏化功能中有8个正在使用中。大多数研究只使用了一个游戏化特征(n=58),最多使用了三个特征。最常用的功能是故事/主题。关卡和游戏领导者并未出现在这种情况下。没有研究明确检查游戏化特征对计划依从性的作用。使用数据通常没有报告。计划持续10周的干预比计划持续6周或8周的干预有更高的平均依从性。游戏化特征已被纳入旨在治疗CMD和福祉的干预措施的设计中。需要进一步的研究来提高对依从性和参与的游戏化特征的理解,以便为未来基于网络的健康干预措施的设计提供信息,其中治疗依从性是一个值得关注的问题。结论受到不同的依从性报告和使用数据的限制。
Adherence to effective Web-based interventions for common mental disorders (CMDs) and well-being remains a critical issue, with clear potential to increase effectiveness. Continued identification and examination of “active” technological components within Web-based interventions has been called for. Gamification is the use of game design elements and features in nongame contexts. Health and lifestyle interventions have implemented a variety of game features in their design in an effort to encourage engagement and increase program adherence. The potential influence of gamification on program adherence has not been examined in the context of Web-based interventions designed to manage CMDs and well-being. This study seeks to review the literature to examine whether gaming features predict or influence reported rates of program adherence in Web-based interventions designed to manage CMDs and well-being. A systematic review was conducted of peer-reviewed randomized controlled trials (RCTs) designed to manage CMDs or well-being and incorporated gamification features. Seven electronic databases were searched. A total of 61 RCTs met the inclusion criteria and 47 different intervention programs were identified. The majority were designed to manage depression using cognitive behavioral therapy. Eight of 10 popular gamification features reviewed were in use. The majority of studies utilized only one gamification feature (n=58) with a maximum of three features. The most commonly used feature was story/theme. Levels and game leaders were not used in this context. No studies explicitly examined the role of gamification features on program adherence. Usage data were not commonly reported. Interventions intended to be 10 weeks in duration had higher mean adherence than those intended to be 6 or 8 weeks in duration. Gamification features have been incorporated into the design of interventions designed to treat CMD and well-being. Further research is needed to improve understanding of gamification features on adherence and engagement in order to inform the design of future Web-based health interventions in which adherence to treatment is of concern. Conclusions were limited by varied reporting of adherence and usage data.