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Gamification in Rehabilitation of Patients With Musculoskeletal Diseases of the Shoulder: Scoping Review

机译:肩膀肌肉骨骼疾病患者康复的赌博:范围审查

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Background Gamification has become increasingly important both in research and in practice. Particularly in long-term care processes, such as rehabilitation, playful concepts are gaining in importance to increase motivation and adherence. In addition to neurological diseases, this also affects the treatment of patients with musculoskeletal diseases such as shoulder disorders. Although it would be important to assist patients during more than one rehabilitation phase, it is hypothesized that existing systems only support a single phase. It is also unclear which game design elements are currently used in this context and how they are combined to achieve optimal positive effects on motivation. Objective This scoping review aims to identify and analyze information and communication technologies that use game design elements to support the rehabilitation processes of patients with musculoskeletal diseases of the shoulder. The state of the art with regard to fields of application, game design elements, and motivation concepts will be determined. Methods We conducted a scoping review to identify relevant application systems. The search was performed in 3 literature databases: PubMed, IEEE Xplore, and Scopus. Following the PICO (population, intervention, comparison, outcome) framework, keywords and Medical Subject Headings for shoulder, rehabilitation, and gamification were derived to define a suitable search term. Two independent reviewers, a physical therapist and a medical informatician, completed the search as specified by the search strategy. There was no restriction on year of publication. Data synthesis was done by deductive-inductive coding based on qualitative content analysis. Results A total of 1994 articles were screened; 31 articles in English, published between 2006 and 2019, were included. Within, 27 application systems that support patients with musculoskeletal diseases of the shoulder in exercising, usually at home but also in inpatient or outpatient rehabilitation clinics, were described. Only 2 application systems carried out monitoring of adherence. Almost all were based on in-house developed software. The most frequently used game components were points, tasks, and avatars. More complex game components, such as collections and teams, were rarely used. When selecting game components, patient-specific characteristics, such as age and gender, were only considered in 2 application systems. Most were described as motivating, though an evaluation of motivational effects was usually not conducted. Conclusions There are only a few application systems supporting patients with musculoskeletal diseases of the shoulder in rehabilitation by using game design elements. Almost all application systems are exergames for supporting self-exercising. Application systems for multiple rehabilitation phases seem to be nonexistent. It is also evident that only a few complex game design elements are used. Patient-specific characteristic are generally neglected when selecting and implementing game components. Consequently, a holistic approach to enhance adherence to rehabilitation is required supporting patients during the entire rehabilitation process by providing motivational game design elements based on patient-specific characteristics.
机译:背景游戏在研究和实践中越来越重要。特别是在长期护理过程中,例如康复,俏皮概念的重要性是提高动力和依从性。除神经疾病外,这还会影响患有肌肉骨骼疾病等患者的患者。尽管在一个以上的康复阶段,协助患者是很重要的,但是假设现有系统仅支持单相。它还不清楚在这种情况下目前使用哪种游戏设计元素以及它们如何结合以实现对动机的最佳积极影响。目的这一审查旨在识别和分析使用游戏设计元素来支持肩膀肌肉骨骼疾病患者的康复过程的信息和通信技术。将确定关于应用领域的技术,游戏设计元素和动机概念的最先进。方法我们对识别相关应用系统进行了审查审查。搜索是在3个文献数据库中执行:PubMed,IEEE XPLORE和SCOPUS。遵循肩部,康复和游戏的框架,关键词和医学主题标题遵循框架,关键词和医学主题标题,以定义合适的搜索项。两个独立审阅者,物理治疗师和医疗信息语界,完成了搜索策略规定的搜索。出版年没有限制。基于定性内容分析,通过演绎归类编码来完成数据合成。结果总共筛查了1994年的物品;包括31篇,在2006年至2019年间发布的英文文章。在27中,描述了27种施用系统,支持肩膀的肌肉骨骼疾病的患者,通常在家里,但也在住院患者或门诊康复诊所。只有2个应用系统对依从性进行了监测。几乎所有全部都是基于内部开发的软件。最常用的游戏组件是点,任务和化身。更复杂的游戏组件,例如集合和团队,很少使用。在选择游戏组件时,仅在2个应用系统中考虑年龄和性别等患者特定的特征。大多数被描述为激励,尽管通常没有进行激励效应的评估。结论只有少数应用系统通过使用游戏设计元素,只能支持康复康复的肌肉骨骼疾病的患者。几乎所有申请系统都是支持自身锻炼的Exergames。多个康复阶段的应用系统似乎不存在。也很明显,只使用一些复杂的游戏设计元素。在选择和实现游戏组件时通常忽略患者特异性特征。因此,通过提供基于患者特异性特征的励志游戏设计元素,在整个康复过程中支持患者需要一种整体方法来增强康复的粘附。

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