دورية أكاديمية

The Effects of Gamification and Oral Self-Care on Oral Hygiene in Children: Systematic Search in App Stores and Evaluation of Apps

التفاصيل البيبلوغرافية
العنوان: The Effects of Gamification and Oral Self-Care on Oral Hygiene in Children: Systematic Search in App Stores and Evaluation of Apps
المؤلفون: Fijačko, Nino, Gosak, Lucija, Cilar, Leona, Novšak, Alenka, Creber, Ruth Masterson, Skok, Pavel, Štiglic, Gregor
المصدر: JMIR mHealth and uHealth, Vol 8, Iss 7, p e16365 (2020)
بيانات النشر: JMIR Publications, 2020.
سنة النشر: 2020
المجموعة: LCC:Information technology
LCC:Public aspects of medicine
مصطلحات موضوعية: Information technology, T58.5-58.64, Public aspects of medicine, RA1-1270
الوصف: BackgroundPoor oral hygiene is a great public health problem worldwide. Oral health care education is a public health priority as the maintenance of oral hygiene is integral to overall health. Maintaining optimal oral hygiene among children is challenging and can be supported by using relevant motivational approaches. ObjectiveThe primary aim of this study was to identify mobile smartphone apps that include gamification features focused on motivating children to learn, perform, and maintain optimal oral hygiene. MethodsWe searched six online app stores using four search terms (“oral hygiene game,” “oral hygiene gamification,” “oral hygiene brush game,” and “oral hygiene brush gamification”). We identified gamification features, identified whether apps were consistent with evidence-based dentistry, performed a quality appraisal with the Mobile App Rating Scale user version (uMARS), and quantified behavior scores (Behavior Change score, uMARS score, and Coventry, Aberdeen, and London-Refined [CALO-RE] score) using three different instruments that measure behavior change. ResultsOf 612 potentially relevant apps included in the analysis, 17 met the inclusion criteria. On average, apps included 6.87 (SD 4.18) out of 31 possible gamification features. The most frequently used gamification features were time pressure (16/17, 94%), virtual characters (14/17, 82%), and fantasy (13/17, 76%). The most common oral hygiene evidence-based recommendation was brushing time (2-3 minutes), which was identified in 94% (16/17) of apps. The overall mean uMARS score for app quality was high (4.30, SD 0.36), with good mean subjective quality (3.79, SD 0.71) and perceived impact (3.58, SD 0.44). Sufficient behavior change techniques based on three taxonomies were detected in each app. ConclusionsThe majority of the analyzed oral hygiene apps included gamification features and behavior change techniques to perform and maintain oral hygiene in children. Overall, the apps contained some educational content consistent with evidence-based dentistry and high-quality background for oral self-care in children; however, there is scope for improvement.
نوع الوثيقة: article
وصف الملف: electronic resource
اللغة: English
تدمد: 2291-5222
العلاقة: https://mhealth.jmir.org/2020/7/e16365Test; https://doaj.org/toc/2291-5222Test
DOI: 10.2196/16365
الوصول الحر: https://doaj.org/article/78b0917c5d59417bb4afced4ca7a54bfTest
رقم الانضمام: edsdoj.78b0917c5d59417bb4afced4ca7a54bf
قاعدة البيانات: Directory of Open Access Journals