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Gamification in Apps and Technologies for Improving Mental Health and Well-Being: Systematic Review

机译:应用程序和技术中的游戏化,以改善心理健康和福祉:系统评价

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Background There is little research on the application of gamification to mental health and well-being. Furthermore, usage of gamification-related terminology is inconsistent. Current applications of gamification for health and well-being have also been critiqued for adopting a behaviorist approach that relies on positive reinforcement and extrinsic motivators. Objective This study aimed to analyze current applications of gamification for mental health and well-being by answering 3 research questions (RQs). RQ1: which gamification elements are most commonly applied to apps and technologies for improving mental health and well-being? RQ2: which mental health and well-being domains are most commonly targeted by these gamified apps and technologies? RQ3: what reasons do researchers give for applying gamification to these apps and technologies? A systematic review of the literature was conducted to answer these questions. Methods We searched ACM Digital Library, CINAHL, Cochrane Library, EMBASE, IEEE Explore, JMIR, MEDLINE, PsycINFO, PubMed, ScienceDirect, Scopus, and Web of Science for qualifying papers published between the years 2013 and 2018. To answer RQ1 and RQ2, papers were coded for gamification elements and mental health and well-being domains according to existing taxonomies in the game studies and medical literature. During the coding process, it was necessary to adapt our coding frame and revise these taxonomies. Thematic analysis was conducted to answer RQ3. Results The search and screening process identified 70 qualifying papers that collectively reported on 50 apps and technologies. The most commonly observed gamification elements were levels or progress feedback , points or scoring , rewards or prizes , narrative or theme , personalization , and customization ; the least commonly observed elements were artificial assistance , unlockable content , social cooperation , exploratory or open-world approach , artificial challenge , and randomness . The most commonly observed mental health and well-being domains were anxiety disorders and well-being, whereas the least commonly observed domains were conduct disorder and bipolar disorders. Researchers’ justification for applying gamification to improving mental health and well-being was coded in 59% (41/70) of the papers and was broadly divided into 2 themes: (1) promoting engagement and (2) enhancing an intervention’s intended effects. Conclusions Our findings suggest that the current application of gamification to apps and technologies for improving mental health and well-being does not align with the trend of positive reinforcement critiqued in the greater health and well-being literature. We also observed overlap between the most commonly used gamification techniques and existing behavior change frameworks. Results also suggest that the application of gamification is not driven by health behavior change theory, and that many researchers may treat gamification as a black box without consideration for its underlying mechanisms. We call for the inclusion of more comprehensive and explicit descriptions of how gamification is applied and the standardization of applied games terminology within and across fields.
机译:背景技术关于游戏化在心理健康和幸福中的应用的研究很少。此外,游戏化相关术语的用法不一致。人们还批评了游戏化在健康和福祉方面的当前应用,因为它采取了一种依靠积极强化和外在动机的行为主义方法。目的本研究旨在通过回答3个研究问题(RQs)来分析游戏化在心理健康和福祉方面的当前应用。 RQ1:哪些游戏化元素最常用于改善心理健康和幸福的应用程序和技术? RQ2:这些游戏化的应用程序和技术最常针对哪些心理健康和幸福领域? RQ3:研究人员给出将游戏化应用于这些应用程序和技术的原因是什么?为了回答这些问题,对文献进行了系统的回顾。方法我们搜索了ACM数字图书馆,CINAHL,Cochrane图书馆,EMBASE,IEEE Explore,JMIR,MEDLINE,PsycINFO,PubMed,ScienceDirect,Scopus和Web of Science,以查找2013年至2018年之间发表的合格论文。为回答RQ1和RQ2,根据游戏研究和医学文献中现有的分类法,对论文的游戏化要素,心理健康和幸福领域进行了编码。在编码过程中,有必要调整我们的编码框架并修改这些分类法。进行了主题分析以回答RQ3。结果搜索和筛选过程确定了70篇合格论文,这些论文共同报告了50种应用程序和技术。最常见的游戏化元素是等级或进度反馈,分数或得分,奖励或奖励,叙述或主题,个性化和定制;最不常见的要素是人为协助,可解锁的内容,社会合作,探索性或开放世界的方法,人为挑战和随机性。最常观察到的精神健康和福祉领域是焦虑症和幸福感,而最不常观察到的领域是行为障碍和双相情感障碍。 59%(41/70)的论文中编码了研究人员将游戏化应用于改善心理健康和幸福的理由,并大致分为两个主题:(1)促进参与和(2)增强干预措施的预期效果。结论我们的发现表明,游戏化在改善心理健康和福祉的应用程序和技术中的当前应用与更多的健康和福祉文献中提出的积极强化的趋势不符。我们还观察到最常用的游戏化技术与现有的行为改变框架之间存在重叠。结果还表明,游戏化的应用不受健康行为改变理论的驱动,许多研究人员可能将游戏化视为黑匣子,而无需考虑其潜在机制。我们要求包括关于如何应用游戏化以及领域内和跨领域的应用游戏术语标准化的更全面,明确的描述。

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