Literature DB >> 26186934

Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis.

Nathalie Charlier1, Nele Zupancic2, Steffen Fieuws3, Kris Denhaerynck4, Bieke Zaman5, Philip Moons6.   

Abstract

OBJECTIVE: To conduct a systematic review and meta-analysis of randomized controlled trials assessing the effectiveness of serious games in improving knowledge and/or self-management behaviors in young people with chronic conditions.
MATERIALS AND METHODS: The authors searched the databases PubMed, Cochrane Library, Web of Sciences, and PsychINFO for articles published between January 1990 and January 2014. Reference lists were hand-searched to retrieve additional studies. Randomized controlled trials that compared a digital game with either standard education or no specific education in a population of children and/or adolescents with chronic conditions were included.
RESULTS: The authors identified 9 studies in which the effectiveness of serious games in young people with chronic conditions was evaluated using a randomized controlled trials design. Six studies found a significant improvement of knowledge in the game group from pretest to posttest; 4 studies showed significantly better knowledge in the game group than in the control group after the intervention. Two studies reported significantly better self-management in the game group than in the control group after the intervention. Seven studies were included in the meta-analysis. For knowledge, pooled estimate of Hedges' gu was 0.361 (95% confidence intervals, 0.098-0.624), demonstrating that serious games improve knowledge in patients. For self-management, pooled estimate of Hedges' gu was 0.310 (95% confidence intervals, 0.122-0.497), showing that gaming improves self-management behaviors.
CONCLUSIONS: The authors' meta-analysis shows that educational video games can be effective in improving knowledge and self-management in young people with chronic conditions.
© The Author 2015. Published by Oxford University Press on behalf of the American Medical Informatics Association. All rights reserved. For Permissions, please email: journals.permissions@oup.com.

Entities:  

Keywords:  children; chronic conditions; knowledge; self-management; serious games

Mesh:

Year:  2015        PMID: 26186934     DOI: 10.1093/jamia/ocv100

Source DB:  PubMed          Journal:  J Am Med Inform Assoc        ISSN: 1067-5027            Impact factor:   4.497


  35 in total

1.  Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study.

Authors:  Kavita Radhakrishnan; Paul Toprac; Matt O'Hair; Randolph Bias; Miyong T Kim; Paul Bradley; Michael Mackert
Journal:  Games Health J       Date:  2016-10-24

2.  Application of Serious Games in Health Care: Scoping Review and Bibliometric Analysis.

Authors:  Yue Wang; Zhao Wang; Guoqing Liu; Zhangyi Wang; Qinglong Wang; Yishan Yan; Jing Wang; Yue Zhu; Weijie Gao; Xiangling Kan; Zhiguo Zhang; Lixia Jia; Xiaoli Pang
Journal:  Front Public Health       Date:  2022-06-10

Review 3.  Video games for the assessment and treatment of attention-deficit/hyperactivity disorder: a systematic review.

Authors:  Inmaculada Peñuelas-Calvo; Lin Ke Jiang-Lin; Braulio Girela-Serrano; David Delgado-Gomez; Rocio Navarro-Jimenez; Enrique Baca-Garcia; Alejandro Porras-Segovia
Journal:  Eur Child Adolesc Psychiatry       Date:  2020-05-18       Impact factor: 4.785

4.  Game Mechanisms in Serious Games That Teach Children with Type 1 Diabetes How to Self-Manage: A Systematic Scoping Review.

Authors:  Jannie Nørlev; Katrine Sondrup; Christina Derosche; Ole Hejlesen; Stine Hangaard
Journal:  J Diabetes Sci Technol       Date:  2021-05-22

5.  Insights About Cannabis and Psychosis Using Video Games for Young People With a First Episode of Psychosis, Particularly Those From Black Racialized Communities: Protocol for a Mixed Methods Study.

Authors:  Suzanne Archie; Lena Palaniyappan; Andrew T Olagunju; Natasha Johnson; Nicole Kozloff; Elham Sadeh; Andrea Bardell; Alexandra Baines; Kelly K Anderson; Oyedeji Ayonrinde; Manuela Ferrari
Journal:  JMIR Res Protoc       Date:  2022-05-20

Review 6.  From Diabetes Care to Diabetes Cure-The Integration of Systems Biology, eHealth, and Behavioral Change.

Authors:  Ben van Ommen; Suzan Wopereis; Pepijn van Empelen; Hilde M van Keulen; Wilma Otten; Marise Kasteleyn; Johanna J W Molema; Iris M de Hoogh; Niels H Chavannes; Mattijs E Numans; Andrea W M Evers; Hanno Pijl
Journal:  Front Endocrinol (Lausanne)       Date:  2018-01-22       Impact factor: 5.555

7.  The effects of a psychological intervention directed at optimizing immune function: study protocol for a randomized controlled trial.

Authors:  Lemmy Schakel; Dieuwke S Veldhuijzen; Henriët van Middendorp; Corine Prins; Simone A Joosten; Tom H M Ottenhoff; Leo G Visser; Andrea W M Evers
Journal:  Trials       Date:  2017-05-26       Impact factor: 2.279

Review 8.  Empirical Evidence for the Outcomes of Therapeutic Video Games for Adolescents With Anxiety Disorders: Systematic Review.

Authors:  Steven Barnes; Julie Prescott
Journal:  JMIR Serious Games       Date:  2018-02-28       Impact factor: 4.143

Review 9.  Incorporating Natural Products, Pharmaceutical Drugs, Self-Care and Digital/Mobile Health Technologies into Molecular-Behavioral Combination Therapies for Chronic Diseases.

Authors:  Grzegorz Bulaj; Margaret M Ahern; Alexis Kuhn; Zachary S Judkins; Randy C Bowen; Yizhe Chen
Journal:  Curr Clin Pharmacol       Date:  2016

10.  Patients' and healthcare providers' perceptions of a mobile portal application for hospitalized patients.

Authors:  Kevin J O'Leary; Rashmi K Sharma; Audrey Killarney; Lyndsey S O'Hara; Mary E Lohman; Eckford Culver; David M Liebovitz; Kenzie A Cameron
Journal:  BMC Med Inform Decis Mak       Date:  2016-09-21       Impact factor: 2.796

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