%0期刊文章%@ 2291- 9279% I JMIR出版物%V 8%卡塔尔世界杯8强波胆分析 N 2% P e16983% T数字游戏化增强疫苗知识和吸收:scope Review %A Montagni,Ilaria %A Mabchour,Inass %A Tzourio,Christophe %+ Bordeaux Population Health U1219, Inserm-University of Bordeaux, 146 rue Léo Saignat, Bordeaux, 33000, France, 33 0547304281, ilaria.montagni@u-bordeaux.fr %K游戏化%K疫苗接种%K疫苗犹豫%K数字工具%K scope Review %D 2020 %7 18.5.2020 %9 Review %J JMIR Serious Games %G英语%X背景:疫苗犹豫症对人口健康的威胁越来越大,需要采取有效的干预措施以减少其发生频率。数字游戏化是解决这一公共卫生问题的一种有前途的新方法。目的:本范围综述的目的是评估为增加疫苗知识和吸收而创建的游戏化数字工具的研究结果的数量和质量。方法:我们搜索了2009年7月至2019年8月在PubMed、谷歌Scholar、医学互联网研究杂志、PsycINFO、PsycARTICLES、心理学和行为科学合集和SocINDEX上发表的同行评议文章。研究按照作者、出版年份、国家、期刊、研究设计、样本量和特征、疫苗类型、使用的理论、游戏内容、游戏模式、游戏化元素、数据分析、结果类型和平均质量评分进行编码。采用文本叙事综合法对结果进行综合。结果:共有7篇文章符合纳入标准并被严格审查。游戏模式和游戏化元素各不相同,但在所有研究中都存在角色扮演和奖励系统。 These articles included a mixture of randomized controlled trials, quasi-experimental studies, and studies comprising quantitative and qualitative measures. The majority of the studies were theory-driven. All the 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 scoping review suggests that digital gamification has strong potential for increasing vaccination knowledge and, eventually, vaccination coverage. %M 32348271 %R 10.2196/16983 %U http://games.www.mybigtv.com/2020/2/e16983/ %U https://doi.org/10.2196/16983 %U http://www.ncbi.nlm.nih.gov/pubmed/32348271
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