Gamification for Family Engagement in Lifestyle Interventions: A Systematic Review.

Gamification for Family Engagement in Lifestyle Interventions: A Systematic Review.
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DOI:
10.1007/s11121-021-01214-x
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发表时间:
2021-10
期刊:
Prevention science : the official journal of the Society for Prevention Research
影响因子:
--
通讯作者:
Abbott P
Abbott P
中科院分区:
其他
文献类型:
--
作者:
Blok AC;Valley TS;Abbott P

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困扰美国的大多数慢性病都可以通过改变生活方式来改变。将家庭成员纳入社会支持并利用游戏设计元素吸引家庭成员参与的生活方式干预措施有可能改进传统干预措施,而传统干预措施在很大程度上是不可持续的。确定家庭成员支持生活方式干预的人群以及吸引这些家庭成员参与的生活方式干预组成部分的游戏化程度是一个重要且尚未充分探索的工作领域。使用系统审查和荟萃分析的首选报告项目(PRISMA)框架对涉及家庭成员的生活方式干预进行了系统审查,以了解游戏设计元素。包括与先前文献中的参与学习和动机可供性相关的游戏设计元素。六十一项研究符合纳入标准。这些研究报告了 50 项经过审查的独立干预措施。其中 31 项干预措施针对的是慢性病患者的生活方式,19 项干预措施针对的是慢性病高危人群的生活方式。大多数生活方式干预措施至少包括一种游戏设计元素,但总体而言,一起使用的元素有限。与极大影响人群健康行为的成功游戏化项目相比,报告的元素数量相对有限,特别是那些支持社会相关性的元素,例如有意义的故事情节。所选择的游戏设计元素及其排列的意义并不明显。技术作为干预措施交付的潜在方式并未得到充分利用。开发产品来培训研究人员将游戏设计元素正确应用到干预组件中,并测试其有效性,是未来研究的领域。
The majority of chronic conditions that plague the USA are modifiable by lifestyle change. Lifestyle interventions that incorporate family members for social support and that use game design elements to engage family members have the potential to improve upon traditional interventions, which have largely been unsustainable. Determining the populations where family member support in a lifestyle intervention are present and the extent of gamification of lifestyle intervention components that engage these family members is an important and underexplored area of work. A systematic review of lifestyle interventions involving family members were reviewed for game design elements using the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) framework. Game design elements related to engaged learning and motivational affordances from previous literature were included. Sixty-one studies met inclusion criteria. These studies reported on 50 independent interventions that were reviewed. Thirty-one of these interventions addressed lifestyle in those with a chronic condition, and 19 addressed lifestyle in those at high risk for chronic conditions. The majority of the lifestyle interventions included at least one game design element, yet overall there were limited elements utilized together. Compared with successful gamified programs that have greatly impacted a population’s health behaviors, there were relatively a limited number of elements reported, particularly those that support social relatedness, such as meaningful storylines. Meaningfulness of the game design elements chosen and their arrangement was not apparent. Technology was under-utilized as a potential modality for intervention component delivery. Developing products to train researchers to properly apply game design elements to intervention components, as well as test their effectiveness, are areas for future research.
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