Gamification for health and wellbeing: A systematic review of the literature.

Gamification for health and wellbeing: A systematic review of the literature.
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DOI:
10.1016/j.invent.2016.10.002
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发表时间:
2016-11-01
期刊:
Internet interventions
影响因子:
--
通讯作者:
Hides, Leanne
Hides, Leanne
中科院分区:
其他
文献类型:
--
作者:
Johnson, Daniel;Deterding, Sebastian;Hides, Leanne

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背景:与传统的说服技术和健康游戏相比,游戏化被认为在激励健康和福祉的行为改变方面具有多种优势,并且越来越多地被使用。然而对其有效性知之甚少。目的:我们旨在评估游戏化应用于健康和福祉的优势和有效性的实证支持的数量和质量。方法:我们从现有研究中确定了游戏化的七个潜在优势,并对游戏化对健康和福祉的实证研究进行了系统的文献综述,评估证据质量、效果类型和应用领域。结果:我们确定了 19 篇报告实证的论文 关于游戏化对健康和福祉影响的证据。 59% 的人报告了积极的影响,41% 的人报告了混合影响,所提供的证据质量大多为中等或较低质量。健康相关行为的结果很明确,但认知结果的结果却好坏参半。 结论:目前的证据表明游戏化可以对健康和福祉产生积极影响,特别是对健康行为。然而,一些研究报告了混合或中性的影响。由于研究数量相对较少以及许多研究的方法学局限性(例如,缺乏游戏化干预措施与非游戏化干预版本的比较),需要谨慎解释研究结果。
BACKGROUND: Compared to traditional persuasive technology and health games, gamification is posited to offer several advantages for motivating behaviour change for health and well-being, and increasingly used. Yet little is known about its effectiveness.AIMS: We aimed to assess the amount and quality of empirical support for the advantages and effectiveness of gamification applied to health and well-being.METHODS: We identified seven potential advantages of gamification from existing research and conducted a systematic literature review of empirical studies on gamification for health and well-being, assessing quality of evidence, effect type, and application domain.RESULTS: We identified 19 papers that report empirical evidence on the effect of gamification on health and well-being. 59% reported positive, 41% mixed effects, with mostly moderate or lower quality of evidence provided. Results were clear for health-related behaviours, but mixed for cognitive outcomes.CONCLUSIONS: The current state of evidence supports that gamification can have a positive impact in health and wellbeing, particularly for health behaviours. However several studies report mixed or neutral effect. Findings need to be interpreted with caution due to the relatively small number of studies and methodological limitations of many studies (e.g., a lack of comparison of gamified interventions to non-gamified versions of the intervention).