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...
| Publicado en: | Nursing Research Vol. 74; no. 3; pp. 233 - 241 |
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| Autores principales: | , , , , , , |
| Formato: | research systematic review tables/charts Journal Article |
| Publicado: |
Lippincott Williams & Wilkins
May/Jun2025
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| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ccm&AN=184654613&site=ehost-live header: @attributes: shortDbName: ccm uiTerm: 184654613 longDbName: CINAHL Complete uiTag: AN controlInfo: bkinfo: dissinfo: jinfo: jid: 00296562 1HA jtl: Nursing Research issn: 00296562 maglogo: N pubinfo: dt: May/Jun2025 vid: 74 iid: 3 pid: 433 pub: Lippincott Williams & Wilkins place: Baltimore, Maryland artinfo: ui: 184654613 184654613 184654613 10.1097/NNR.0000000000000816 184654613 ppf: 233 ppct: 8 formats: tig: 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 refInfo: holdings: @attributes: islocal: N |
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