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Accepted for/Published in: Journal of Medical Internet Research

Date Submitted: Jun 6, 2023
Date Accepted: Jun 25, 2024

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

Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework

Sarasmita MA, Lee YH, Chan FY, Chen HY

Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework

J Med Internet Res 2024;26:e49692

DOI: 10.2196/49692

PMID: 39158952

PMCID: 11369548

Digital Serious Games to Promote Behavioral Change in Children with Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework

  • Made Ary Sarasmita; 
  • Ya-Han Lee; 
  • Fan-Ying Chan; 
  • Hsiang-Yin Chen

ABSTRACT

Background:

Digital serious games (SGs) have rapidly become a promising strategy of entertainment-based health education; however, developing SGs for children with chronic diseases remains a challenge.

Objective:

This study aimed to provide a scope of understanding of SG development and evaluation, and develop a self-management interactive learning and entertainment framework to promote behavioral change in children with chronic diseases.

Methods:

The study consists of knowledge and analytical bases. Eligible studies that developed SG frameworks and evaluated SG interventions for children with chronic diseases were searched for in PubMed, Embase, Google Scholar, and peer-reviewed journals to build the knowledge base. The Context-Mechanism-Output approach and game taxonomy were used to analyze relevant behavioral theories and essential game elements. The intended SG framework was finalized by assembling appropriate behavioral theories and game elements.

Results:

An analysis of 29 studies showed that the Social Determination Theory was the most commonly used behavioral theory (n=9). Game elements included feedback, visual and audio designs, characters, narratives, rewards, challenges, competitions, goals, levels, rules, and tasks. We proposed three phases of a digital SG framework, including requirements (phase 1), design and development (phase 2), and evaluation (phase 3). Six steps were pointed out, including exploring SG requirements, identifying target users, designing a prototype, building the prototype, evaluating the prototype, and marketing and monitoring the prototype’s use.

Conclusions:

The SG framework can facilitate game designers, clinicians, and educators in designing, developing, and evaluating specifically targeted SG interventions to promote behavioral change in children with chronic diseases.


 Citation

Please cite as:

Sarasmita MA, Lee YH, Chan FY, Chen HY

Digital Serious Games to Promote Behavior Change in Children With Chronic Diseases: Scoping Review and Development of a Self-Management Learning Framework

J Med Internet Res 2024;26:e49692

DOI: 10.2196/49692

PMID: 39158952

PMCID: 11369548

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