Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review

التفاصيل البيبلوغرافية
العنوان: Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review
المؤلفون: Mahmood Tara, Maryam Edalati Khodabandeh, Somayeh Heidari, Hadi Kharrazi, Nahid Sharifzadeh, Hamed Tabesh, Elham Nazari
المصدر: JMIR Serious Games
بيانات النشر: JMIR Publications Inc., 2020.
سنة النشر: 2020
مصطلحات موضوعية: medicine.medical_specialty, serious games, 020205 medical informatics, media_common.quotation_subject, Biomedical Engineering, Physical Therapy, Sports Therapy and Rehabilitation, Review, 02 engineering and technology, 03 medical and health sciences, 0302 clinical medicine, Health care, health education, 0202 electrical engineering, electronic engineering, information engineering, medicine, 030212 general & internal medicine, Games for Health, media_common, Medical education, Teamwork, Video game development, business.industry, End user, Public health, Rehabilitation, health games, Computer Science Applications, game-based learning, Psychiatry and Mental health, Game studies, Health education, business, Psychology, human activities
الوصف: Background Serious educational games have shown effectiveness in improving various health outcomes. Previous reviews of health education games have focused on specific diseases, certain medical subjects, fixed target groups, or limited outcomes of interest. Given the recent surge in health game studies, a scoping review of health education games is needed to provide an updated overview of various aspects of such serious games. Objective This study aimed to conduct a scoping review of the design and evaluation of serious educational games for health targeting health care providers, patients, and public (health) users. Methods We identified 2313 studies using a unique combination of keywords in the PubMed and ScienceDirect databases. A total of 161 studies were included in this review after removing duplicates (n=55) and excluding studies not meeting our inclusion criteria (1917 based on title and abstract and 180 after reviewing the full text). The results were stratified based on games targeting health care providers, patients, and public users. Results Most health education games were developed and evaluated in America (82/161, 50.9%) and Europe (64/161, 39.8%), with a considerable number of studies published after 2012. We discovered 58.4% (94/161) of studies aiming to improve knowledge learning and 41.6% (67/161) to enhance skill development. The studies targeted various categories of end users: health care providers (42/161, 26.1%), patients (38/161, 23.6%), public users (75/161, 46.6%), and a mix of users (6/161, 3.7%). Among games targeting patients, only 13% (6/44) targeted a specific disease, whereas a growing majority targeted lifestyle behaviors, social interactions, cognition, and generic health issues (eg, safety and nutrition). Among 101 studies reporting gameplay specifications, the most common gameplay duration was 30 to 45 min. Of the 61 studies reporting game repetition, only 14% (9/61) of the games allowed the users to play the game with unlimited repetitions. From 32 studies that measured follow-up duration after the game intervention, only 1 study reported a 2-year postintervention follow-up. More than 57.7% (93/161) of the games did not have a multidisciplinary team to design, develop, or assess the game. Conclusions Serious games are increasingly used for health education targeting a variety of end users. This study offers an updated scoping review of the studies assessing the value of serious games in improving health education. The results showed a promising trend in diversifying the application of health education games that go beyond a specific medical condition. However, our findings indicate the need for health education game development and adoption in developing countries and the need to focus on multidisciplinary teamwork in designing effective health education games. Furthermore, future health games should expand the duration and repetition of games and increase the length of the follow-up assessments to provide evidence on long-term effectiveness.
تدمد: 2291-9279
الوصول الحر: https://explore.openaire.eu/search/publication?articleId=doi_dedup___::2a161483a8f174d67e894314679c91c3Test
https://doi.org/10.2196/13459Test
حقوق: OPEN
رقم الانضمام: edsair.doi.dedup.....2a161483a8f174d67e894314679c91c3
قاعدة البيانات: OpenAIRE