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Serious electronic games as behavioural change interventions in healthcare-associated infections and infection prevention and control: a scoping review of the literature and future directions

机译:严肃的电子游戏,作为与卫生保健相关的感染以及感染预防和控制的行为改变干预措施:有关文献的范围回顾和未来方向

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Background The uptake of improvement initiatives in infection prevention and control (IPC) has often proven challenging. Innovative interventions such as ‘serious games’ have been proposed in other areas to educate and help clinicians adopt optimal behaviours. There is limited evidence about the application and evaluation of serious games in IPC. The purposes of the study were: a) to synthesise research evidence on the use of serious games in IPC to support healthcare workers’ behaviour change and best practice learning; and b) to identify gaps across the formulation and evaluation of serious games in IPC. Methods A scoping study was conducted using the methodological framework developed by Arksey and O’Malley. We interrogated electronic databases (Ovid MEDLINE, Embase Classic?+?Embase, PsycINFO, Scopus, Cochrane, Google Scholar) in December 2015. Evidence from these studies was assessed against an analytic framework of intervention formulation and evaluation. Results Nine hundred sixty five unique papers were initially identified, 23 included for full-text review, and four finally selected. Studies focused on intervention inception and development rather than implementation. Expert involvement in game design was reported in 2/4 studies. Potential game users were not included in needs assessment and game development. Outcome variables such as fidelity or sustainability were scarcely reported. Conclusions The growing interest in serious games for health has not been coupled with adequate evaluation of processes, outcomes and contexts involved. Explanations about the mechanisms by which game components may facilitate behaviour change are lacking, further hindering adoption.
机译:背景技术在感染预防和控制(IPC)中采用改进措施通常被证明具有挑战性。其他领域还提出了诸如“严肃游戏”之类的创新干预措施,以教育和帮助临床医生采用最佳行为。关于IPC中严肃游戏的应用和评估的证据有限。该研究的目的是:a)综合有关在IPC中使用严肃游戏来支持医护人员的行为改变和最佳实践学习的研究证据; b)找出在制定和评估IPC严肃游戏中的差距。方法使用Arksey和O’Malley开发的方法框架进行范围研究。我们在2015年12月审问了电子数据库(Ovid MEDLINE,Embase Classic?+?Embase,PsycINFO,Scopus,Cochrane,Google Scholar)。这些研究的证据是根据干预措施制定和评估的分析框架进行评估的。结果最初鉴定了965篇独特的论文,其中23篇进行了全文评审,最后选择了四篇。研究重点是干预的开始和发展,而不是实施。 2/4研究报告了专家参与游戏设计。潜在的游戏用户未包括在需求评估和游戏开发中。很少报告结果变量,例如保真度或可持续性。结论对严肃的健康游戏的兴趣与日俱增,还没有对所涉及的过程,结果和环境进行充分的评估。缺乏有关游戏组件可以促进行为改变的机制的解释,这进一步阻碍了采用。

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