奇纳
斯科普斯
康复
梅德林
心理学
物理疗法
关节置换术
医学教育
应用心理学
医学
护理部
心理干预
外科
政治学
法学
作者
Carla Sílvia Fernandes,Bruno Magalhães,Filipe Gonçalves,Paula Cristina Nogueira,Célia Santos
出处
期刊:Games for health journal
[Mary Ann Liebert]
日期:2021-05-04
卷期号:10 (3): 147-157
被引量:11
标识
DOI:10.1089/g4h.2020.0210
摘要
Objective: The use of gamification can promote health-related behavior. This article is the first attempt to provide a historical overview of the use of games in patients undergoing hip arthroplasty. Materials and Methods: We conducted a scoping review to map and characterize the games used for the person undergoing hip arthroplasty. To perform this review, the respective descriptors were identified using search syntax appropriate to each of the databases: MEDLINE_ (Medical Literature Analysis and Retrieval System Online), CINAHL_ (Cumulative Index to Nursing and Allied Health Literature), SPORTDiscus, in the Psychology and Behavioral Sciences Collection, SCOPUS, SciELO (Scientific Electronic Library Online), and PEDRo (Physiotherapy Evidence Database). Results: An initial 968 articles were identified, of which 7 articles were included. The domains of the games under analysis essentially focus on aspects of rehabilitation (n = 5), or related (n = 2), and mostly exergames (n = 6). However, the instruments, characteristics, and procedures used to evaluate the games in the included studies have little depth and large variability. Conclusion: Few games exist that support people who have undergone hip arthroplasty. Most of the games under review were exergames to support rehabilitation. Consequently, we recommend developing another type of game with a focus on monitoring, counseling, and/or social support for selfmanagement training in persons undergoing hip arthroplasty.
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