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Accepted for/Published in: JMIR Serious Games

Date Submitted: Nov 11, 2019
Date Accepted: Mar 20, 2020
Date Submitted to PubMed: Apr 29, 2020

The final, peer-reviewed published version of this preprint can be found here:

Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review

Montagni I, Mabchour I, Tzourio C

Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review

JMIR Serious Games 2020;8(2):e16983

DOI: 10.2196/16983

PMID: 32348271

PMCID: 7265110

Digital gamification to enhance vaccine knowledge and uptake: A scoping review

  • Ilaria Montagni; 
  • Inès Mabchour; 
  • Christophe Tzourio

ABSTRACT

Background:

Vaccine hesitancy is a growing threat to population health and effective interventions are needed to reduce its frequency. Digital gamification is a promising new approach to tackle this public health issue.

Objective:

The purpose of this systematic review was to assess the amount, quality and effectiveness of evaluated gamified digital tools used for increasing vaccine knowledge and uptake.

Methods:

We searched for peer-reviewed articles published between July 2009 and August 2019 by using Pubmed, Google Scholar, Journal of Medical Internet Research, PsycINFO, PsycARTICLES, Psychology and Behavioral Sciences Collection and SocINDEX. Studies were coded by author, year of publication, country, research design, sample size and characteristics, type of vaccine, game content, game modality and gamification element(s), data analysis, key findings, and mean quality score. Outcomes were synthetized through the textual narrative synthesis method.

Results:

A total of 7 articles met the inclusion criteria and were critically reviewed. Game modalities and gamification elements were diverse, but role playing and rewarding system were present in all studies. These articles included a mixture of randomized controlled trials, quasi-experimental studies, and studies comprising quantitative and qualitative measures. All identified gamified digital tools were highly appreciated for their usability and were effective in increasing awareness of vaccine benefits and motivation for vaccine uptake.

Conclusions:

Despite the relative paucity of studies on this topic, this systematic review suggests that digital gamification has a strong potential for increasing vaccination knowledge and, eventually, vaccination coverage. Clinical Trial: Non applicable


 Citation

Please cite as:

Montagni I, Mabchour I, Tzourio C

Digital Gamification to Enhance Vaccine Knowledge and Uptake: Scoping Review

JMIR Serious Games 2020;8(2):e16983

DOI: 10.2196/16983

PMID: 32348271

PMCID: 7265110

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© The authors. All rights reserved. This is a privileged document currently under peer-review/community review (or an accepted/rejected manuscript). Authors have provided JMIR Publications with an exclusive license to publish this preprint on it's website for review and ahead-of-print citation purposes only. While the final peer-reviewed paper may be licensed under a cc-by license on publication, at this stage authors and publisher expressively prohibit redistribution of this draft paper other than for review purposes.