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Accepted for/Published in: JMIR Serious Games

Date Submitted: Apr 26, 2022
Date Accepted: Nov 14, 2023

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

The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review

Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L

The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review

JMIR Serious Games 2023;11:e39019

DOI: 10.2196/39019

PMID: 38133907

PMCID: 10770795

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

The Use of Gamification in Self-management of Patients with Chronic Diseases: A Scoping Review

  • Xiting Huang; 
  • Xinyue Xiang; 
  • Yang Liu; 
  • Zhiqian Wang; 
  • Zhili Jiang; 
  • Lihua Huang

ABSTRACT

Background:

Chronic disease self-management is a public health problem to be overcome worldwide. There are numerous options to complement traditional medical interventions with rapidly changing technologies. These measures are inseparable from the guidance of gamification thinking.

Objective:

This manuscript aims to describe the current application status of gamification in chronic disease self-management. We point out the deficiencies and challenges in the current use of gamification and provide suggestions for the application of gamification in the self-management of chronic disease patients.

Methods:

According to the methodological framework of the scoping review, the manuscript followed the PRISMA-ScR Checklist on guidelines for research questions identification, relevant studies searching strategies, studies selection criteria, and information extraction with graphs and charts.

Results:

61 studies were included in this manuscript, covering stroke, cancer, diabetes, COPD, and multiple chronic diseases. Interactive video games were the most frequently used form of chronic diseases patients' self-management gamification, accounting for 79.31%. It had positive effects on improving the participation of patients with chronic diseases in symptom management, medication compliance, compliance with exercise rehabilitation, cognitive rehabilitation, and psychological and social support.

Conclusions:

The combination of gamification and technology has broken through the conventional medical treatment procedures and experience of patients with chronic diseases. Patients with chronic diseases have more autonomy with choices of rehabilitation time and form of rehabilitation. However, it is worth noting the comprehensive evaluation of the characteristics of the research team and the research objects before launching to avoid applying other people's schemes to cause poor effects of gamification intervention.


 Citation

Please cite as:

Huang X, Xiang X, Liu Y, Wang Z, Jiang Z, Huang L

The Use of Gamification in the Self-Management of Patients With Chronic Diseases: Scoping Review

JMIR Serious Games 2023;11:e39019

DOI: 10.2196/39019

PMID: 38133907

PMCID: 10770795

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