2020
DOI: 10.2196/18687
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Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review

Abstract: Background Serious games for health are increasingly being used to address health outcomes in patients with chronic illnesses. These studies vary in their study designs, patient populations, frameworks, outcome variables, and degree of specificity of the serious game intervention. Objective This scoping review aims to clarify the conceptual features of the existing research related to serious games designed to improve cognitive and behavioral outcomes i… Show more

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Cited by 23 publications
(11 citation statements)
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References 66 publications
(51 reference statements)
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“…The necessary level of users' engagement to achieve serious games' learning and behavioral objectives remain empirical questions (Hookham & Nesbitt, 2019;Thomas et al, 2020b). Game engagement can be operationalized by the length of time a user spends on the game (time) (Gorini et al, 2015), the frequency of repeating various game features (depth) (Sharifzadeh et al, 2020), or the completion rates of all game features (breadth) (Simmich et al, 2021).…”
Section: Serious Game Engagementmentioning
confidence: 99%
“…The necessary level of users' engagement to achieve serious games' learning and behavioral objectives remain empirical questions (Hookham & Nesbitt, 2019;Thomas et al, 2020b). Game engagement can be operationalized by the length of time a user spends on the game (time) (Gorini et al, 2015), the frequency of repeating various game features (depth) (Sharifzadeh et al, 2020), or the completion rates of all game features (breadth) (Simmich et al, 2021).…”
Section: Serious Game Engagementmentioning
confidence: 99%
“…The scientific landscape is moving toward more intensive designs in which game reporting becomes uniform and transparent, 31 and evaluations are focused on efficacy and mechanism testing. 32 Researchers interested in serious game interventions should use frameworks specific to technology-based interventions (eg, the Behavioral Intervention Technology Model) or serious games. 33,34 Frameworks like these can not only help to structure evidence-based game development but also help to identify the active ingredients within a game.…”
Section: The Science Of Gamesmentioning
confidence: 99%
“…For example, serious games are used for the treatment of mental health disorders, such as anxiety disorders or depression [5,[8][9][10], physical [11][12][13][14] or cognitive rehabilitation [15][16][17], or the education of health professionals and patients [18][19][20][21][22]. Multiple reviews exist on this emerging field that state that serious games can be an effective tool for health, but the research remains in its infancy, limited by design and evaluation challenges [5,10,20,21,[23][24][25].…”
Section: Introductionmentioning
confidence: 99%