数字游戏化工具以提高疫苗接种率:范围审查
Hina Hakim1, S Michelle Driedger2, Dominique Gagnon3
1Department of Family and Emergency Medicine, Université Laval, Québec City, QC, Canada.
JMIR serious games
|February 29, 2024
概括
数字游戏化工具通过提高知识和意图,有望促进疫苗接种. 需要进一步的研究,以确定广泛采用和健康影响的最佳特征.
科学领域:
- 健康行为科学健康行为科学
- 数字健康干预措施 数字健康干预措施
- 疫苗学 疫苗学 疫苗学
背景情况:
- 游戏化对于促进健康行为是有效的.
- 以前的研究利用了游戏化来改变健康行为和教育.
研究的目的:
- 审查用于鼓励不同人群接种疫苗的数字游戏化工具.
- 分析这些游戏化工具对疫苗接种的报告影响.
主要方法:
- 在多个数据库 (Medline,Embase等) 中进行全面的文献搜索. ) 的情况.
- 包括同行评审论文和公开可用的数字游戏化工具.
- 专家咨询以确定错过的资源和数据提取工具特征和结果的数据.
主要成果:
- 包括28篇论文和11个数字工具 (基于Web的,移动应用程序,VR).
- 评估的工具增加了疫苗知识和意图,对态度产生了不同的影响.
- 没有观察到一种工具类型对另一种工具类型的显著优势.
结论:
- 数字游戏化工具可以通过提高知识和意图来提高疫苗的接受度.
- 建议进行比较研究,以确定有效的游戏化特征和工具类型.
- 未来的研究应该指导疫苗接受和健康传播的游戏化实施.
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