Gamified applications for secondary prevention in patients with high cardiovascular disease risk: A systematic review of effectiveness and acceptability

被引:32
作者
Davis, Angus J. [1 ]
Parker, Helen M. [2 ,3 ]
Gallagher, Robyn [1 ,2 ]
机构
[1] Univ Sydney, Sydney Sch Nursing, Sydney, NSW, Australia
[2] Univ Sydney, Charles Perkins Ctr, Sydney, NSW, Australia
[3] Univ Sydney, Sch Hlth Sci, Fac Med & Hlth, Sydney, NSW, Australia
关键词
Cardiovascular disease; game; gamification; mobile applications; nurses; systematic review; type 2 diabetes mellitus; ATHEROSCLEROTIC VASCULAR-DISEASE; SELF-MANAGEMENT; MOBILE APPLICATIONS; PEOPLE; METAANALYSIS; MORTALITY; PROGRAMS; CORONARY; GAME;
D O I
10.1111/jocn.15808
中图分类号
R47 [护理学];
学科分类号
1011 ;
摘要
Introduction Gamified health mobile applications (apps) are promoted as innovative approaches to self-management and risk factor reduction. However, information is lacking on effectiveness or feasibility in older patients at high risk for cardiovascular diseases (CVD), which limits uptake and recommendations by nurses. This study aimed to evaluate the effectiveness and acceptability of gamified apps for CVD secondary prevention. Methods EQUATOR PRISMA checklist was used to guide the systematic review. PubMed, Embase and SCOPUS were searched from inception to January 2020 for studies evaluating app interventions incorporating >= 2 game tactics and targeting secondary prevention in patients diagnosed with heart disease, hypertension, stroke or type 2 diabetes. Narrative summaries of results were used as meta-analysis were not possible. The PROSPERO ID number was CRD42020209791. Results Seven studies involving 657 patients were included. Gamified apps resulted in more improvement in physical activity, HbA1C and diabetes self-management empowerment compared to multiple different comparators, and more physical activity motivation compared to a neutral content control app. Heart failure knowledge also improved significantly. However, no benefits above usual care were evident for blood pressure or body mass index, or from app use for heart failure self-management, medication adherence or atrial fibrillation knowledge. App acceptability in terms of usage declined with time but was high for the game components of challenges, medication monitoring, viewing of leader boards and badges and walking training participation. Enjoyment was highest for elements that featured surprise/novelty, having teammates, challenges, good graphic design and clarity. Conclusions Gamified mobile apps show the potential to improve secondary prevention in high CVD risk patients. Indications for acceptability were evident, with higher adherence than clinic-based secondary prevention programmes. However, further well-designed randomised controlled trials, which track app usage are needed to confirm this potential and encourage nurses to recommend these types of apps.
引用
收藏
页码:3001 / 3010
页数:10
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