Scoping Review of Gamification in Rehabilitation Care of Adults With Chronic Illnesses.

Background: Gamification uses game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. However, gaps remain in understanding and implementing gamification in rehabilitation care, necessitating further exploration and clarification o...

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Publicado en:Nursing Research Vol. 74; no. 3; pp. 233 - 241
Autores principales: Ma, Hualong, Wu, Qinyang, Hu, Ke, Liu, Jiahui, Huang, Yuexin, Liu, Xiaoge, Yang, Qiaohong
Formato: research systematic review tables/charts Journal Article
Publicado: Lippincott Williams & Wilkins May/Jun2025
Acceso en línea:Ver este registro en EBSCOhost
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      dt: May/Jun2025
      vid: 74
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      pub: Lippincott Williams & Wilkins
      place: Baltimore, Maryland
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        184654613
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        atl: Scoping Review of Gamification in Rehabilitation Care of Adults With Chronic Illnesses.
      aug:
        au:
          Ma, Hualong
          Wu, Qinyang
          Hu, Ke
          Liu, Jiahui
          Huang, Yuexin
          Liu, Xiaoge
          Yang, Qiaohong
        affil: Hualong Ma, RN, MS, Jinan University, School of Nursing, Guangzhou, Guangdong, China.
      sug:
        subj:
          Chronic Disease Rehabilitation
          Gamification
          Rehabilitation Nursing
          Nursing Outcomes
          Human
          Scoping Review
          Adult
          Health Knowledge
          Self-Management
          Patient Attitudes
          Functional Status
          PubMed
          Cochrane Library
          CINAHL Database
          Adult: 19-44 years
      ab: Background: Gamification uses game-based mechanics, aesthetics, and game thinking to engage people, motivate action, promote learning, and solve problems. However, gaps remain in understanding and implementing gamification in rehabilitation care, necessitating further exploration and clarification of the best evidence for application of gamification. Objective: To conduct a scoping review of the use of gamification in rehabilitation care for adults with chronic illnesses, summarizing the scope, forms, elements, guiding theories, effectiveness, and ease of use of gamification. Methods: Eight databases in English or Chinese were searched from January 1, 2011 to May 20, 2024 following the standard scoping review framework. Results: A total of 24 papers were included. Gamification was applied in the rehabilitation of endocrine, skeletal, circulatory, neurological, and cerebrovascular diseases, primarily using virtual reality and three-dimensional forms. Eight gamification elements were most commonly utilized. Positive outcomes included enhanced rehabilitation knowledge, improved attitudes, better physical function, and increased self-care ability. Most patients found gamified rehabilitation care engaging and easy to use. Discussion: The application of gamification in adult chronic disease rehabilitation care shows great promise. However, the lack of theory-driven or longitudinal data in some studies highlights the need for more randomized controlled and longitudinal research to explore the effectiveness of gamified intervention.
      pubtype: Academic Journal
      doctype:
        research
        systematic review
        tables/charts
        Journal Article
      ougenre: Article
    language: English
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