%0期刊文章%@ 1438- 8871% I JMIR出版物%V 24卡塔尔世界杯8强波胆分析% N 1% P e26779% T评估游戏化对体育活动的有效性:随机对照试验的系统评价和meta分析%A Mazeas,Alexandre %A Duclos,Martine %A Pereira,Bruno %A Chalabaev,Aïna %+ Grenoble Alpes大学,SENS, 1741 rue de la Piscine, 38000 Grenoble, France, 33 4 76 63 50 81,alexandre.mazeas@univ-grenoble-alpes.fr %K行为改变%K电子健康%K游戏化%K健康行为%K干预%K元分析%K手机%K体育活动%K系统回顾%D 2022 %7 4.1.2022 %9回顾%J J医疗互联网Res %G英语%X背景:游戏化是指在非游戏环境中使用游戏元素。使用游戏化来改变行为和促进身体活动(PA)是解决全球缺乏身体活动大流行和当前慢性疾病流行的一个有前途的途径。然而,没有证据表明游戏化干预的有效性,在文献中存在混合结果。目的:本系统综述和荟萃分析的目的是通过测试游戏化干预对PA和久坐行为影响的普遍性和可持续性来评估其有效性及其保健潜力。方法:检索5个电子数据库(PubMed、Embase、Scopus、Web of Science和the Cochrane Central Register of Controlled Trials)中2010 - 2020年发表的英文随机对照试验。资格标准基于参与者、干预措施、比较器和结果框架的组成部分。当他们在日常生活中对积极或不积极的对照组使用游戏化干预时,当他们评估PA或久坐行为结果时,研究也被纳入其中。我们使用随机效应模型方法进行元分析。 Sensitivity analyses, influence analyses, and publication bias analyses were performed to examine the robustness of our results. Results: The main meta-analysis performed on 16 studies and 2407 participants revealed a small to medium summary effect of gamified interventions on PA behavior (Hedges g=0.42, 95% CI 0.14-0.69). No statistical difference among different subgroups (adults vs adolescents and healthy participants vs adults with chronic diseases) and no interaction effects with moderators such as age, gender, or BMI were found, suggesting good generalizability of gamified interventions to different user populations. The effect was statistically significant when gamified interventions were compared with inactive control groups, such as waiting lists (Hedges g=0.58, 95% CI 0.08-1.07), and active control groups that included a nongamified PA intervention (Hedges g=0.23, 95% CI 0.05-0.41). This suggests that gamified interventions are not only efficient in changing behavior but also more effective compared with other behavioral interventions. The long-term effect (measured with follow-up averaging 14 weeks after the end of the intervention) was weaker, with a very small to small effect (Hedges g=0.15, 95% CI 0.07-0.23). Conclusions: This meta-analysis confirms that gamified interventions are promising for promoting PA in various populations. Additional analyses revealed that this effect persists after the follow-up period, suggesting that it is not just a novelty effect caused by the playful nature of gamification, and that gamified products appear effective compared with equivalent nongamified PA interventions. Future rigorous trials are required to confirm these findings. %M 34982715 %R 10.2196/26779 %U //www.mybigtv.com/2022/1/e26779 %U https://doi.org/10.2196/26779 %U http://www.ncbi.nlm.nih.gov/pubmed/34982715
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