2019
DOI: 10.1089/g4h.2018.0011
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Role of Digital Games in Self-Management of Cardiovascular Diseases: A Scoping Review

Abstract: Paucity of studies about digital games for CVD SM behaviors precludes the need to undertake a full systematic review. Future studies examining digital games should include larger sample sizes, longer durations, game-design guided by behavioral change theoretical frameworks, and CVD SM behaviors in addition to physical activity behaviors.

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Cited by 19 publications
(27 citation statements)
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References 44 publications
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“…20 Digital gaming tools can encourage safe level of behaviors, and provide DIGITAL GAMES AND SENSORS FOR HEART FAILURE 5 tips and information on safely increasing healthy behaviors. 8 The opportunity to receive tips to problem-solve challenges to those behaviors within the digital game environment may help build cognitive skills and self-efficacy to engage in behaviors and make informed decisions about self-management activities within the context of daily life routines. 10 One of the major challenges of contemporary digital tools is the ability to sustain interest in the tools long enough to make a significant impact on the older adults' behaviors and health status.…”
Section: Discussionmentioning
confidence: 99%
See 1 more Smart Citation
“…20 Digital gaming tools can encourage safe level of behaviors, and provide DIGITAL GAMES AND SENSORS FOR HEART FAILURE 5 tips and information on safely increasing healthy behaviors. 8 The opportunity to receive tips to problem-solve challenges to those behaviors within the digital game environment may help build cognitive skills and self-efficacy to engage in behaviors and make informed decisions about self-management activities within the context of daily life routines. 10 One of the major challenges of contemporary digital tools is the ability to sustain interest in the tools long enough to make a significant impact on the older adults' behaviors and health status.…”
Section: Discussionmentioning
confidence: 99%
“…7 In a recent scoping review of studies on the use of digital games for patients with cardiovascular diseases, 88% of the reviewed studies sampled participants q50 years of age; across all of the studies, digital games significantly improved physical activity and were enjoyed by 79%-93% of participants. 8 Moreover, digital game playing has been associated with positive effects on physical health outcomes, cognitive effects, and behaviors in older adults without any associated adverse effects, although these findings still require validation from studies of higher quality. 9,10 Increased robustness and reliability of telecommunication network connectivity have eased the integration of real-time behavior data from behavior-tracking physical devices and sensors (e.g., activity trackers, weight scales) into applications that are loaded on mobile devices (e.g., game apps).…”
Section: Background and Significancementioning
confidence: 99%
“…In addition, and according to Radhakrishnan et al [29], the use of digital games improves self-management behaviors in users with cardiovascular diagnoses, hypertension, coronary heart disease, heart failure, or myocardial infarction. Other research in the health field indicates the benefits of the use of technology in patients with problems in the upper limb, foot balance, gait, and general function in the sub-acute and chronic phases after a stroke [30][31][32].…”
Section: Virtual Activities and Technology In The Fitness And Health mentioning
confidence: 99%
“…Other research in the health field indicates the benefits of the use of technology in patients with problems in the upper limb, foot balance, gait, and general function in the sub-acute and chronic phases after a stroke [30][31][32]. Therefore, the growing demand in the medical industry of virtual reality devices has been highlighted [29].…”
Section: Virtual Activities and Technology In The Fitness And Health mentioning
confidence: 99%
“…Hand-held motion sensors make it easy to cheat, whereby the computer believes that the child is engaging in the physical activity when they are in fact stationary [ 47 ]. For motion capture technology, although it seems to encourage more energy expenditure [ 50 ], it was found to be error-prone [ 51 ]. This in turn is problematic with regard to adherence and drop-out, where technical difficulties discourage the user from participation [ 51 , 52 ].…”
Section: Weaknessesmentioning
confidence: 99%