Zusammenfassung
Digitale Spieleanwendungen können im Bereich Prävention und Gesundheitsförderung eingesetzt werden, um etwa gesundheitsrelevante Informationen zu vermitteln oder Verhaltensänderungen ...zu evozieren. Dabei sind die beiden relevantesten spielerischen Ansätze Serious Games (Spiele mit ernsthaftem Hintergrund) und Gamification (Anwendung spieltypischer Elemente in spielfremden Kontexten). Der Begriff Serious Games umschreibt Spiele, die eingesetzt werden, um ernsthafte Inhalte, wie zum Beispiel gesundheitliche Themen, zu vermitteln. Bei Gamification werden Spieldesignelemente, wie beispielsweise Punkte, Bestenlisten, Auszeichnungen, Profilgestaltung und Teamevents, eingesetzt, um eine Motivations- und Leistungssteigerung etwa in Lernumgebungen zu bewirken. Der vorliegende narrative Beitrag beleuchtet die Wirkungsweise und Studienlage sowie die Vor- und Nachteile spielerischer Anwendungen in der Prävention und Gesundheitsförderung und führt einige dieser Anwendungen exemplarisch auf.
Serious Games und Gamification zeigen in der Prävention und Gesundheitsförderung ein großes Potenzial. Insbesondere bei schwer erreichbaren und desinteressierten Zielgruppen kann ein direkter Bezug zu deren Lebenswelt hergestellt werden. Grundlagen für den wirkungsvollen Einsatz spielerischer Ansätze in der Arbeit und Ausbildung von Gesundheitsberufen sind die bereits hohe Vertrautheit mit dem Medium Spiel sowie die direkte Adressierung der psychologischen Grundbedürfnisse zur Steigerung der Motivation.
Artificial intelligence (AI) and game-based methods such as serious games or gamification are both emerging technologies and methodologies in health care. The merging of the two could provide greater ...advantages, particularly in the field of therapeutic interventions in medicine.
This scoping review sought to generate an overview of the currently existing literature on the connection of AI and game-based approaches in health care. The primary objectives were to cluster studies by disease and health topic addressed, level of care, and AI or games technology.
For this scoping review, the databases PubMed, Scopus, IEEE Xplore, Cochrane Library, and PubPsych were comprehensively searched on February 2, 2022. Two independent authors conducted the screening process using Rayyan software (Rayyan Systems Inc). Only original studies published in English since 1992 were eligible for inclusion. The studies had to involve aspects of therapy or education in medicine and the use of AI in combination with game-based approaches. Each publication was coded for basic characteristics, including the population, intervention, comparison, and outcomes (PICO) criteria; the level of evidence; the disease and health issue; the level of care; the game variant; the AI technology; and the function type. Inductive coding was used to identify the patterns, themes, and categories in the data. Individual codings were analyzed and summarized narratively.
A total of 16 papers met all inclusion criteria. Most of the studies (10/16, 63%) were conducted in disease rehabilitation, tackling motion impairment (eg, after stroke or trauma). Another cluster of studies (3/16, 19%) was found in the detection and rehabilitation of cognitive impairment. Machine learning was the main AI technology applied and serious games the main game-based approach used. However, direct interaction between the technologies occurred only in 3 (19%) of the 16 studies. The included studies all show very limited quality evidence. From the patients' and healthy individuals' perspective, generally high usability, motivation, and satisfaction were found.
The review shows limited quality of evidence for the combination of AI and games in health care. Most of the included studies were nonrandomized pilot studies with few participants (14/16, 88%). This leads to a high risk for a range of biases and limits overall conclusions. However, the first results present a broad scope of possible applications, especially in motion and cognitive impairment, as well as positive perceptions by patients. In future, the development of adaptive game designs with direct interaction between AI and games seems promising and should be a topic for future reviews.
Given its promising role in public health to address hard to reach population groups, game-based interventions (i.e., Games for Health, G4H) have experienced growing interest in recent years. ...Therefore, it is surprising that they have played only a minor role during the COVID-19 pandemic. Hence, the aim of this paper is to reflect the opportunities and challenges of G4H especially during the pandemic but also with regard to future health crises. As commercial video games (i.e., those that primarily aim to entertain its users) were often used to deal with the containment measures during the COVID-19 pandemic, we call for greater cooperation with commercial game makers to distribute health-related messages
entertainment games. With regard to G4H we see a need to (i) strengthen the intervention theory underlying game-based applications, (ii) to enhance the appeal of games in order to maintain the interest of users in the long term, and (iii) to improve the evidence base using appropriate study designs. Finally, we argue for (iv) greater user involvement, both in terms of developing game-based approaches and as co-researchers in solving complex health problems.
The Wellbeing Game uses game design elements to promote wellbeing. Players document their daily activities in the game and categorize them to one or more of five wellbeing-related factors. The users ...join teams and can create team events to work together and improve their wellbeing status. The present study aims to review the application and the theoretical base of ‘The Wellbeing Game’, to adapt it to the German context, and to evaluate its health effects in different settings. Additional aims are to analyze the current state of research regarding the links between health, wellbeing, and gamification and to identify crucial game design elements that have to be implemented in the application in order to address the needs of competence, autonomy, and social relatedness according to the self-determination theory.
The current choice of digital teaching and learning formats in medicine is very heterogeneous. In addition to the widely used classical static formats, social communication tools, audio/video-based ...media, interactive formats, and electronic testing systems enrich the learning environment.For medical students, the private use of digital media is not necessarily linked to their meaningful use in the study. Many gain their experience of digital learning in the sense of "assessment drives learning", especially by taking online exams in a passive, consuming role. About half of all medical students can be referred to as "e-examinees" whose handling of digital learning is primarily focused on online exam preparation. Essentially, they do not actively influence their digital environment. Only a quarter can be identified as a "digital all-rounder", who compiles their individual learning portfolio from the broad range of digital media.At present, the use of digital media is not yet an integral and comprehensive component of the teaching framework of medical studies in Germany, but is rather used in the sense of a punctual teaching enrichment. Current trends in digital teaching and learning offerings are mobile, interactive, and personalized platforms as well as increasing the relevance of learning platforms. Furthermore, didactical concepts targeting the changed learning habits of the students are more successful regarding the acceptance and learning outcomes. In addition, digitalization is currently gaining importance as a component in the medical school curricula.
As a result of the corona pandemic, the amount of digital health information has increased substantially. As the quantity and diversity of information increased, so does the need for evidence based ...and reliable health information. In the special course of study "Health Communication", students of the Bachelors program "Health Promotion" at Fulda University of Applied Sciences are enabled to develop and disseminate evidence-based health information and preventive messages that meet the demands of the target group. Due to the corona-related university closure, the module "Digital Health Communication" was realized in a digital format during the summer semester 2020. In order to activate students and promote teamwork, the study course used the approach of problem-based and research-based learning. Moreover, the course concept is based on a variety of methods, including MS Teams with screencasts, videos, synchronous teaching sessions, gamified audience response systems, the online Inverted Classroom Model and a final oral examination. Despite various challenges such as the short planning period or the necessary restructuring of a part previously planned as "en bloc", the experiences are mostly positive. Among other things, the use of MS Teams as an integrated learning, collaboration and communication platform has proven to be useful. In the students' feedback, the broad use of methods, the gamification elements and the flexibility of the lecturers are evaluated positively.
Zusammenfassung
Das aktuelle Angebot digitaler Lehr- und Lernformate im Medizinstudium ist ausgesprochen heterogen. Es umfasst, neben den weit verbreiteten klassischen, statischen Formaten, soziale ...Kommunikationstools, audio- und videobasierte Medien, interaktive Formate und elektronische Prüfungssysteme.
Bei Medizinstudierenden ist die private Nutzung digitaler Medien nicht zwangsläufig mit deren sinnvollem Einsatz im Studium verbunden. Viele sammeln ihre Erfahrungen mit digitalem Lernen, im Sinne von „assessment drives learning“, vor allem durch das Absolvieren von Onlineprüfungen in einer passiven, konsumierenden Rolle. Rund die Hälfte aller Medizinstudierenden können somit als „E-Prüflinge“ bezeichnet werden, die im Wesentlichen keinen aktiven Einfluss auf ihre digitale Umwelt nehmen. Nur rund ein Viertel sind „digitale Allrounder“, die aus dem breiten Angebot der digitalen Medien ihr individuelles Lernportfolio zusammenstellen.
Zum jetzigen Zeitpunkt ist der Einsatz digitaler Medien im Rahmen des Medizinstudiums noch kein integraler und flächendeckender Bestandteil der Lehre, sondern kommt vielmehr im Sinne einer punktuellen Anreicherung der Lehre zum Einsatz. Aktuelle Trends der digitalen Lehr- und Lernangebote sind mobile, interaktive und personalisierte Formate sowie die Zunahme der Relevanz von Lernplattformen. Zudem zeigt sich, dass neue didaktische Lehrformate, die sich an das veränderte Lernverhalten der Studierenden anpassen, eine höhere Akzeptanz erfahren als traditionelle Lehrformate. Zusätzlich gewinnt die Digitalisierung aktuell auch als curricularer Inhalt des Medizinstudiums an Bedeutung.
Grenzen von „Serious Games for Health Breuer, Johannes; Tolks, Daniel
Prävention und Gesundheitsförderung,
11/2018, Letnik:
13, Številka:
4
Journal Article
Odprti dostop
Zusammenfassung
Hintergrund
Der Bereich Gesundheit ist eines der wichtigsten Anwendungsfelder für „Serious Games“ (digitale Spiele, deren Zweck über die reine Unterhaltung hinausgeht) und umgekehrt ...sind „Serious Games“ auch einer der zentralen aktuellen Ansätze in der digitalen Gesundheitskommunikation. Dies spiegelt sich u. a. in der großen und stetig wachsenden Anzahl an entsprechenden Spielen sowie Publikationen zu diesem Thema wieder.
Fragestellung
Wie ist die aktuelle Befundlage zur Nutzung und Wirkung von „Serious Games for Health“? Wofür sind „Serious Games for Health“ besonders gut geeignet? Wofür sind sie weniger gut geeignet oder evtl. sogar ungeeignet? Was bedeutet dies für die Entwicklung und den Einsatz dieser Spiele?
Ergebnisse
Insgesamt deuten die bisherigen Befunde darauf hin, dass der Einsatz von „Serious Games for Health“ in vielen Fällen gewinnbringend sein kann. Allerdings ist die methodische Qualität vieler Studien nicht optimal ist. Zudem sind „Serious Games for Health“ nicht für alle Anwendungsbereiche und Ziele gleich gut geeignet.
Schlussfolgerungen
Um eine informierte Entscheidung darüber zu treffen, ob sich die Entwicklung oder der Einsatz von „Serious Games for Health“ für einen bestimmten Bereich bzw. ein bestimmtes Ziel lohnen, sollten neben den Vorteilen und Möglichkeiten stets auch die (möglichen) Nachteile und Limitationen bedacht werden.
Digital game-based approaches can be used in the field of prevention and health promotion, for example to promote health-related information or to foster health behavior change. The two most relevant ...game approaches are "serious games" (games with a serious background) and "gamification" (the application of game-typical elements in nongame contexts). The term serious games is used to describe games that are used to convey serious content, such as health issues. Gamification uses game-design elements such as points, leaderboards, awards, profile design, and team events to increase motivation and performance, for example in learning environments. This narrative article examines the mode of action and study situation as well as the advantages and disadvantages of playful applications in prevention and health promotion and exemplifies some of these applications.Serious games and gamification show great potential in prevention and health promotion. Especially in the case of target groups that are difficult to reach and disinterested, a direct connection to their living environment can be established. The foundations for the effective use of playful approaches in the work and training of health professionals are their already high level of familiarity with the medium of games and that games directly address the basic psychological needs to increase motivation.