Objective: Examine research on the use of digital games to improve self-management (SM) behaviors in patients diagnosed with cardiovascular diagnoses of hypertension, coronary artery disease, heart failure, or myocardial infarction.
Materials And Methods: For this scoping review, the CINAHL, PubMed, and Web of Science databases were searched for studies published from January 1, 2008 to December 20, 2017 using terms relevant to digital games and cardiovascular diseases (CVDs).
Results: Eight articles met the inclusion/exclusion criteria, seven of which presented studies with participants 50 years or older. Five of the eight studies assessed physical activity. Only two studies included a control group. Digital games significantly improved exercise capacity and energy expenditure but did not affect quality of life, self-efficacy, anxiety, or depression. Digital games were found enjoyable by 79%-93% of participants, including those with lower education or age; however, barriers to game use included being tired or bored, lack of interest in digital games, poor perception of fitness through games, sensor limitations, conflicts with daily life routine, and preferences for group exercise. Average adherence ranged from 70% to 100% over 2 weeks to 6 months of study duration, with higher adherence rates in studies that included human contact through supervision or social support.
Conclusion: Paucity of studies about digital games for CVD SM behaviors precludes the need to undertake a full systematic review. Future studies examining digital games should include larger sample sizes, longer durations, game-design guided by behavioral change theoretical frameworks, and CVD SM behaviors in addition to physical activity behaviors.
Download full-text PDF |
Source |
---|---|
http://www.ncbi.nlm.nih.gov/pmc/articles/PMC6909707 | PMC |
http://dx.doi.org/10.1089/g4h.2018.0011 | DOI Listing |
Disabil Rehabil
January 2025
Sydney School of Health Sciences, Faculty of Medicine & Health, The University of Sydney, Sydney, Australia.
Purpose: To investigate potential mechanisms of a digital rehabilitation intervention associated with improved mobility among adults undertaking rehabilitation.
Materials And Methods: Causal mediation analysis of the AMOUNT trial (ACTRN12614000936628). Participants were randomised to digitally-enabled rehabilitation (virtual reality video games, activity monitors, and handheld computer devices prescribed by a physiotherapist) and usual care or usual care alone.
Lancet Child Adolesc Health
January 2025
Oxford Internet Institute, University of Oxford, Oxford, UK. Electronic address:
In this Personal View, we critically evaluate the limitations and underlying challenges of existing research into the negative mental health consequences of internet-mediated technologies on young people. We argue that identifying and proactively addressing consistent shortcomings is the most effective method for building an accurate evidence base for the forthcoming influx of research on the effects of artificial intelligence (AI) on children and adolescents. Basic research, advice for caregivers, and evidence for policy makers should tackle the challenges that led to the misunderstanding of social media harms.
View Article and Find Full Text PDFJMIR Serious Games
January 2025
School of Nursing, Jilin University, Changchun, China.
Background: Gamification refers to using game design elements in nongame contexts. Promoting physical activity (PA) through gamification is a novel and promising avenue for improving lifestyles and mitigating the advancement of cardiovascular diseases (CVDs). However, evidence of its effectiveness remains mixed.
View Article and Find Full Text PDFBehav Sci (Basel)
January 2025
Department of Applied Social Sciences, The Hong Kong Polytechnic University, Hong Kong 999077, China.
The COVID-19 pandemic placed significant strains on daily life, particularly affecting vulnerable groups such as rural-to-urban young migrant workers. Based on General Strain Theory (GST), these pandemic-related strains lead to delinquent copings, including excessive Internet use. However, the association between pandemic-related challenges faced by migrant youth and their digital copings has yet to be investigated.
View Article and Find Full Text PDFJ Med Internet Res
January 2025
Department of Internal Medicine, Hospital Clinic, Institut d'Investigacio Biomèdica August Pi i Sunyer, Barcelona, Spain.
Background: Enhancing self-management in health care through digital tools is a promising strategy to empower patients with type 2 diabetes (T2D) to improve self-care.
Objective: This study evaluates whether the Greenhabit (mobile health [mHealth]) behavioral treatment enhances T2D outcomes compared with standard care.
Methods: A 12-week, parallel, single-blind randomized controlled trial was conducted with 123 participants (62/123, 50%, female; mean age 58.
Enter search terms and have AI summaries delivered each week - change queries or unsubscribe any time!