Search citation statements
Paper Sections
Citation Types
Year Published
Publication Types
Relationship
Authors
Journals
Background: Effective healthcare services that meet the diverse needs of children and adolescents with cancer are required to alleviate their physical, psychological, and social challenges and improve their quality of life. Previous studies showed that serious games help promote people's health. However, the potential for serious games to be used for successful cancer control for children and adolescents with cancer has received less attention and is relatively unknown.Objective: This scoping review aimed to map the use of serious games in cancer prevention and cancer care for children and adolescents and provide future directions of developing and implementing serious games to perform successful cancer control for young people. Methods: This study followed a combination of the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews and the Joanna Briggs Institute framework for the conduct of scoping reviews. PubMed, CINAHL Plus Full Text, Scopus, Web of Science Core Collection, and APA PsycINFO databases were used for the search.Results: From the initial 2,750 search results, 63 articles were included in the review. Most of the studies were cancer care serious game articles (55/63, 87%) and a small number of studies were cancer prevention serious game articles (8/63, 13%). The majority of the included studies were published between 2019 and 2023 (cancer prevention: 5/8, 63% and cancer care: 35/55, 64%). The majority of the studies were conducted in Europe (cancer prevention: 3/8, 38% and cancer care: 24/55, 44%) and North America (cancer prevention: 4/8, 50% and cancer care: 17/55, 31%). The age group of adolescents was the largest one that participated in the included studies (cancer prevention: 8/8, 100% and cancer care: 46/55, 84%). All (8/8, 100%) cancer prevention serious game articles included healthy people as participants, and 45 out of 55 (82%) cancer care serious game articles included cancer patients. The majority of cancer prevention serious game articles addressed game preference as a target outcome (4/8, 50%). The majority of cancer care serious game articles addressed symptom management as a target outcome (28/55, 51%). Of the cancer care studies examining serious games for symptom management, the majority of the studies were conducted to treat psychological (13/55, 24%) and physical symptoms (10/55, 18%).Conclusions: This review study shows both the growth of interest in the use of serious games for cancer control among children and adolescents and the bias into the relevant literature. The different article distribution suggests that serious games can be used in various ways for cancer control among children and adolescents while highlighting the need to develop and implement serious games in underrepresented areas.
Background: Effective healthcare services that meet the diverse needs of children and adolescents with cancer are required to alleviate their physical, psychological, and social challenges and improve their quality of life. Previous studies showed that serious games help promote people's health. However, the potential for serious games to be used for successful cancer control for children and adolescents with cancer has received less attention and is relatively unknown.Objective: This scoping review aimed to map the use of serious games in cancer prevention and cancer care for children and adolescents and provide future directions of developing and implementing serious games to perform successful cancer control for young people. Methods: This study followed a combination of the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews and the Joanna Briggs Institute framework for the conduct of scoping reviews. PubMed, CINAHL Plus Full Text, Scopus, Web of Science Core Collection, and APA PsycINFO databases were used for the search.Results: From the initial 2,750 search results, 63 articles were included in the review. Most of the studies were cancer care serious game articles (55/63, 87%) and a small number of studies were cancer prevention serious game articles (8/63, 13%). The majority of the included studies were published between 2019 and 2023 (cancer prevention: 5/8, 63% and cancer care: 35/55, 64%). The majority of the studies were conducted in Europe (cancer prevention: 3/8, 38% and cancer care: 24/55, 44%) and North America (cancer prevention: 4/8, 50% and cancer care: 17/55, 31%). The age group of adolescents was the largest one that participated in the included studies (cancer prevention: 8/8, 100% and cancer care: 46/55, 84%). All (8/8, 100%) cancer prevention serious game articles included healthy people as participants, and 45 out of 55 (82%) cancer care serious game articles included cancer patients. The majority of cancer prevention serious game articles addressed game preference as a target outcome (4/8, 50%). The majority of cancer care serious game articles addressed symptom management as a target outcome (28/55, 51%). Of the cancer care studies examining serious games for symptom management, the majority of the studies were conducted to treat psychological (13/55, 24%) and physical symptoms (10/55, 18%).Conclusions: This review study shows both the growth of interest in the use of serious games for cancer control among children and adolescents and the bias into the relevant literature. The different article distribution suggests that serious games can be used in various ways for cancer control among children and adolescents while highlighting the need to develop and implement serious games in underrepresented areas.
Objective Childhood cancer patients need to have good treatment adherence. Unfortunately, treatment non-adherence often occurs due to high side-effect burdens of treatment and the lack of knowledge of one's illness and treatment. Therefore, a serious game intervention based on the Protection Motivation Theory (PMT) was designed and developed to motivate childhood cancer patients to undergo treatment and to motivate them to undergo treatment, perform daily self-care and educate them about their illness. Methods Childhood cancer patients (6–17 years old) and their caregivers were recruited in a multi-centre, single-arm intervention in Malaysia. A total of 24 child-caregiver dyads have completed the study. This study used PMT-based surveys to collect quantitative data regarding children's motivation to adhere to treatment and perform daily self-care. Additionally, a 20-question multiple-choice quiz was used to determine children's knowledge levels. These surveys were conducted pre-test and post-test. Children's and caregivers' feedback were also gathered post-test as qualitative data. Results The results showed that overall, the children's intention to undergo cancer treatment had increased significantly. A significant increase in the intention to perform daily self-care was found among younger children, while older children showed significant improvement in their cancer knowledge levels. The post-test feedback suggested that the game was liked by both children and caregivers and it provided various benefits to children with cancer. Conclusions Findings suggest that the intervention has the potential to improve childhood cancer patients’ motivation for treatment adherence and daily self-care, in addition to educating them about cancer and treatment.
BACKGROUND Effective healthcare services that meet the diverse needs of children and adolescents with cancer are required to alleviate their physical, psychological, and social challenges and improve their quality of life. Previous studies showed that serious games help promote people’s health. However, the potential for serious games to be used for successful cancer control for children and adolescents with cancer has received less attention and is relatively unknown. OBJECTIVE This scoping review aimed to map the use of serious games in cancer prevention and cancer care for children and adolescents and provide future directions of developing and implementing serious games to perform successful cancer control for young people. METHODS This study followed a combination of the Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews and the Joanna Briggs Institute framework for the conduct of scoping reviews. PubMed, CINAHL Plus Full Text, Scopus, Web of Science Core Collection, and APA PsycINFO databases were used for the search. RESULTS From the initial 2,750 search results, 63 articles were included in the review. Most of the studies were cancer care serious game articles (55/63, 87%) and a small number of studies were cancer prevention serious game articles (8/63, 13%). The majority of the included studies were published between 2019 and 2023 (cancer prevention: 5/8, 63% and cancer care: 35/55, 64%). The majority of the studies were conducted in Europe (cancer prevention: 3/8, 38% and cancer care: 24/55, 44%) and North America (cancer prevention: 4/8, 50% and cancer care: 17/55, 31%). The age group of adolescents was the largest one that participated in the included studies (cancer prevention: 8/8, 100% and cancer care: 46/55, 84%). All (8/8, 100%) cancer prevention serious game articles included healthy people as participants, and 45 out of 55 (82%) cancer care serious game articles included cancer patients. The majority of cancer prevention serious game articles addressed game preference as a target outcome (4/8, 50%). The majority of cancer care serious game articles addressed symptom management as a target outcome (28/55, 51%). Of the cancer care studies examining serious games for symptom management, the majority of the studies were conducted to treat psychological (13/55, 24%) and physical symptoms (10/55, 18%). CONCLUSIONS This review study shows both the growth of interest in the use of serious games for cancer control among children and adolescents and the bias into the relevant literature. The different article distribution suggests that serious games can be used in various ways for cancer control among children and adolescents while highlighting the need to develop and implement serious games in underrepresented areas.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2025 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.