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Gamification-Based Interventions for Treatment Adherence and Self-Management in Pediatric Chronic Diseases: A Scoping
Putri Rhamelani1, Restu Wijayanti1, Nurul Febrian1
1Master of Nursing Program, Faculty of Nursing, Universitas Padjadjaran, Sumedang, West Java, Indonesia.
Insights
Gamification may improve treatment adherence and self-management for children with chronic diseases. This approach shows promise for thalassemia patients, though more research is needed.
Area of Science:
- Pediatric Health
- Digital Health Interventions
- Gamification in Medicine
Background:
- Chronic diseases in children necessitate long-term management, impacting overall well-being.
- Treatment adherence and self-management are significant challenges for pediatric chronic conditions, including thalassemia.
- Gamification offers innovative strategies to enhance engagement and health behaviors in pediatric populations.
Purpose of the Study:
- To systematically review gamification-based interventions for treatment adherence and self-management in children with chronic diseases.
- To explore the applicability and implications of these interventions for managing thalassemia in children.
Main Methods:
- A scoping review adhering to Joanna Briggs Institute (JBI) and PRISMA-ScR guidelines.
- Literature search across five major databases (PubMed, Scopus, ScienceDirect, Sage Journals, MEDLINE) from 2016-2026.
- Study selection based on the PCC framework: Population (children with chronic diseases), Concept (gamification for adherence/self-management), Context (pediatric chronic disease management).
Main Results:
- Sixteen studies involving diverse chronic conditions were included, utilizing gamified mobile apps, serious games, AR, and VR.
- Key outcomes reported were improved treatment adherence, self-management, disease knowledge, engagement, and health literacy.
- Limited evidence for thalassemia showed improvements in health literacy, self-management, and decision-making.
Conclusions:
- Gamification-based interventions show potential for enhancing treatment adherence and self-management in pediatric chronic diseases.
- Thalassemia presents a promising area for developing future digital health interventions.
- Further theory-driven research with rigorous designs and extended follow-up is crucial to validate these findings.
Abstract:
Chronic diseases in children require long-term management and affect physical, psychological, and social well-being. Treatment adherence and self-management skills in children remain a challenge, particularly in conditions such as thalassemia, which require lifelong treatment. Innovative approaches such as gamification are being developed to improve children's engagement and health behaviors, but their application in thalassemia remains limited. This study aimed to map gamification-based interventions addressing treatment adherence and self-management in children with chronic diseases and identify their implications for thalassemia. This scoping review followed the Joanna Briggs Institute (JBI) methodology and PRISMA-ScR guidelines. A literature search was conducted in five databases (PubMed, Scopus, ScienceDirect, Sage Journals, and MEDLINE) covering the years 2016-2026. Article selection followed the PCC framework (Population: children with chronic diseases; Concept: gamification-based interventions for treatment adherence and self-management; Context: pediatric chronic disease management). A total of 16 studies involving children with various chronic diseases were included. Interventions included gamified mobile applications, serious games, augmented reality (AR), virtual reality (VR), and digital therapeutic platforms. Across the included studies, treatment adherence and self-management were the most frequently reported outcomes, followed by improvements in disease-related knowledge, technical skills, engagement, and health literacy. Several studies also reported improvements in selected clinical indicators. However, substantial heterogeneity in intervention design, outcomes, and follow-up duration limited comparisons across studies. Evidence specific to thalassemia was limited to one study, which reported improvements in health literacy, self-management, and decision-making. The mapped evidence suggests that gamification-based interventions may support treatment adherence and self-management in children with chronic diseases. Thalassemia appears to be a promising target for future digital health intervention development. However, further theory-based studies with robust designs and longer follow-up are needed.
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