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

Author:

Huang XitingORCID,Xiang Xinyue,Liu Yang,Wang Zhiqian,Jiang Zhili,Huang Lihua

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.

Publisher

JMIR Publications Inc.

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