心理干预
管理科学
游戏设计
计算机科学
干预(咨询)
过程(计算)
系统回顾
心理学
应用心理学
梅德林
人机交互
工程类
政治学
操作系统
精神科
法学
作者
Shaina Glass,Alexia Galati
标识
DOI:10.3389/fdgth.2025.1561422
摘要
Introduction Applying game design techniques to create engaging health interventions has become more common, though still met with challenges and criticisms. This scoping literature review evaluates the extent to which recent health-based game intervention studies have improved from past criticisms around the process of game development, theoretical grounding, and implementation in terms of research design. Methods Following a search of relevant databases and an AI tool ( Elicit.org ), 26 published articles met our selection criteria of reporting a game-based health intervention task developed by the article's authors. In each article, the reported theoretical grounding, use of game mechanics, and methodologies for developing and implementing game-based interventions were assessed. Our procedure involved coding for psychological or game design theories, game mechanics, and the research methods and design approaches used for intervention development. We reasoned that articles grounded in theory would be more likely to report effective methodologies and support for their design choices. Results Our findings revealed that authors frequently used quantitative methods to determine intervention impact, explicitly referenced psychological (vs. game design) theory more frequently, and used more than one game mechanic in the interventions. In line with recommendations, the majority of studies used large sample sizes and applied their interventions in real-world settings. Discussion Despite these improvements, we identified areas of growth: utilizing interdisciplinary teams, user-centered and iterative approaches, and standardizing the reporting of intervention design components. This review is intended to inform the future of applied game design in health contexts.
科研通智能强力驱动
Strongly Powered by AbleSci AI