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Published on: August 1, 2019
Gamification for promoting advance care planning: A mixed-method systematic review and meta-analysis
Li Liu1, Ya-Yi Zhao1, Chen Yang1
1The Nethersole School of Nursing, Faculty of Medicine, The Chinese University of Hong Kong, Hong Kong SAR, China.
Games designed for advance care planning (ACP) are effective and highly acceptable interventions. These engaging tools increase self-efficacy, readiness, and knowledge, promoting ACP behaviors.
Area of Science:
- Healthcare Technology
- Public Health
- Behavioral Science
Background:
- Gamification is increasingly used in healthcare to address sensitive topics and motivate behavior change.
- Games have been developed to facilitate discussions on end-of-life issues and promote advance care planning (ACP).
Purpose of the Study:
- To synthesize quantitative and qualitative evidence on the effectiveness and user experience of games for advance care planning.
- To provide a comprehensive understanding of the role of gamified interventions in ACP.
Main Methods:
- A mixed-methods systematic review and meta-analysis was conducted (PROSPERO ID: CRD42020163312).
- Searches were performed across multiple databases for qualitative, quantitative, and mixed-method studies.
- Joanna Briggs Institute Critical Appraisal tools were used for quality assessment, with data synthesized via meta-analysis or meta-aggregation.
Main Results:
- Eleven articles from ten studies were included; most quantitative components were low quality, while qualitative components were moderate.
- Meta-analysis indicated games for ACP effectively increase self-efficacy, readiness, knowledge, and ACP behaviors.
- Meta-aggregation revealed high acceptability, with participants finding the game experience fun and enjoyable.
Conclusions:
- Advance care planning games represent a promising intervention to boost ACP uptake.
- Further well-designed randomized controlled trials are necessary to evaluate the effectiveness of ACP games.
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