电子健康
疾病
自我管理
心理学
慢性病
医学
医疗保健
计算机科学
家庭医学
政治学
病理
机器学习
法学
作者
Maartje D. Stutvoet,Lisa Levelt,Micah Hrehovcsik,Job van ’t Veer,Valentijn Visch,Wichor M. Bramer,Manon H. J. Hillegers,Remco C. Veltkamp,Sanne L. Nijhof,Fernando Estévez‐López
出处
期刊:Games for health journal
[Mary Ann Liebert]
日期:2024-06-20
标识
DOI:10.1089/g4h.2023.0111
摘要
This systematic review primarily aims to provide a summary of the game mechanics implemented in eHealth tools supporting young people's self-management of their chronic diseases. This review secondarily investigates the rationale for implementing game mechanics and the effects of these tools. A systematic search was conducted in Embase, Medline, PsycINFO, and Web of Science, from inception until August 30, 2022. Studies were eligible if focus was on the utilization of gamification in eHealth self-management interventions for young people (age = 10-25 years) with chronic diseases. Primary quantitative, qualitative, and mixed-method studies written in English were included. We identified 34 eHealth tools, of which 20 (59%) were gamified tools and 14 (41%) were serious games. We found that 55 unique game mechanics were implemented. The most commonly used were
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