2020
DOI: 10.2196/16096
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Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review

Abstract: Background The United States spends more than US $100 billion annually on the impact of medication misuse. Serious games are effective and innovative digital tools for educating patients about positive health behaviors. There are limited systematic reviews that examine the prevalence of serious games that incorporate medication use. Objective This systematic review aimed to identify (1) serious games intended to educate patients about medication adheren… Show more

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Cited by 47 publications
(33 citation statements)
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References 39 publications
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“…Two-thirds of studies did not cite a theoretical framework guiding the intervention, trial design, or proposed mechanisms linking the serious game to patient outcomes. This finding is similar to a recent systematic review of serious games [ 69 ]. One implication of this lack of frameworks is the broad list of study outcomes and lack of mechanistic or fidelity assessments.…”
Section: Discussionsupporting
confidence: 92%
“…Two-thirds of studies did not cite a theoretical framework guiding the intervention, trial design, or proposed mechanisms linking the serious game to patient outcomes. This finding is similar to a recent systematic review of serious games [ 69 ]. One implication of this lack of frameworks is the broad list of study outcomes and lack of mechanistic or fidelity assessments.…”
Section: Discussionsupporting
confidence: 92%
“…To keep users using the app, app developers may need to identify potential users, understand their preferences, and ensure that the apps cater to the requirements of each market segment [ 43 ]. Gamification is a growing trend that can improve patients’ knowledge, skills, and satisfaction effectively, further encouraging better medication management and adherence of patients [ 44 ]. The drug reference app designers, whose primary target audience is the general public, may consider incorporating some gaming/gamification factors in their future designs.…”
Section: Discussionmentioning
confidence: 99%
“…Patients with hemiparetic lower limb dysfunction secondary to first-ever stroke were recruited from the First Affiliated Hospital of Jinan University from January 2015 to September 2016. All patients exhibited mild to severe deficits of the paretic lower extremities (≥3 on the Brunnstrom stages of motor recovery for the proximal part of the lower extremity [30], the hip and knee flexion reach [31]). The exclusion criteria were preexisting lower limb impairment, any painful condition affecting the lower limbs, difficulty standing for at least 30 minutes, severe cognitive impairment (Mini-Mental State Examination score less than 22 points [32]), and severe aphasia.…”
Section: Clinical Experimentsmentioning
confidence: 99%