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DOI 10.3390/healthcare11243116

Медицинская библиотека · Healthcare (Basel, Switzerland) · 2023

Gamification as an Educational Approach for Oncological Patients: A Systematic Scoping Review.

Poliani Andrea, Gnecchi Silvia, Villa Giulia, Rosa Debora, Manara Duilio F

СтатьяScoping ReviewПеревод в очереди

Аннотация

BACKGROUND

Education plays a pivotal role in the care of oncological patients, reducing health costs, hospital readmission, and disease relapses. Education can be supportive in achieving multiple outcomes, improving symptom control and quality of life. A new approach is emerging in patient education: gamification. Gamification was defined as the "use of game elements in non-game contexts", including the application of games in serious contexts. The aim of this review is to explore the use of gamification in the oncology setting.

METHODS

A systematic scoping review was conducted in the MEDLINE, CINAHL, PsychINFO, Embase, Scopus, and Cochrane Library databases using the JBI guidelines.

RESULTS

The 13 included reports were critically appraised by two reviewers independently. It seems that gamification could be effective both in prevention and cancer treatments. Gamification also seems to improve chemotherapy-induced nausea and vomiting management, quality of life, and reduced anxiety levels in different cancer groups. Moreover, gamification seems effective in improving self-care in cancer patients, regardless of gender, age, and ethnicity.

CONCLUSIONS

Gamification improves patient engagement and biopsychosocial outcomes and could represent a valid approach to cancer patient education; however, it is not a substitute for healthcare professionals, who remain the leaders in the education process.

Для цитирования: Poliani Andrea, Gnecchi Silvia, Villa Giulia, Rosa Debora, Manara Duilio F. Gamification as an Educational Approach for Oncological Patients: A Systematic Scoping Review.. Healthcare (Basel, Switzerland). 2023. DOI: 10.3390/healthcare11243116.
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