Characteristics of virtual serious games (VSGs).
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BackgroundVirtual serious games (VSGs) offer an engaging approach to women’s health education. This review examines the state of research on VSGs, focusing on intended users, design characteristics, and assessed outcomes.MethodsFollowing JBI methodology guidance for the scoping review, searches were conducted in the MEDLINE, CINAHL, EMBASE, Web of Science, and PsycINFO databases from inception to April 22, 2024. Eligible sources included participants: women or females aged 18 years and older, with no restrictions based on health condition or treatment status; concept: VSGs; context: settings where health education is provided. Sources were restricted to English language and peer-reviewed articles. Two reviewers independently screened titles, abstracts, and full texts using eligibility criteria. Data extraction was performed by one reviewer and verified by another using a custom tool. Quantitative (e.g., frequency counting) and qualitative (content analysis) methods were employed. The findings were organized into figures and tables accompanied by a narrative description.Results12 studies from 2008 to 2023, mostly in the U.S. (66.7%), explored various age groups and women’s health, focusing on breast and gynecological cancer (67%). Half (50%) of the VSGs were theory-informed; 41.7% involved users, and 58.3% had partnerships. Game types included tablet (41.7%), mobile (25%), and web (33.3%). Gameplay dosage varied from single session (50%) to self-directed (25%) and specific frequency (25%). Gameplay duration was self-directed (50%) or fixed lengths (50%). Outcomes included knowledge (50%), skills (16.7%), satisfaction (58.3%), health-related metrics (41.7%), and gameplay analysis (16.7%).ConclusionsStudies show increased interest in VSGs for women’s health education, especially regarding breast and gynecological cancer. The focus on theoretical frameworks, user involvement, and collaborations highlights a multidisciplinary approach. Varied game modalities, dosage, and assessed outcomes underscore VSG adaptability. Future research should explore long-term effects of VSGs to advance women’s health education.
背景 虚拟严肃游戏(Virtual Serious Games,VSGs)为女性健康教育提供了极具吸引力的路径。本综述聚焦VSGs相关研究的现状,重点考察其目标用户、设计特征与评估结果。
方法 本研究遵循JBI范围综述方法学指南,于2024年4月22日前检索了MEDLINE、CINAHL、EMBASE、Web of Science及PsycINFO数据库建库以来的全部相关文献。纳入标准为:研究对象为18岁及以上女性,无健康状况或治疗状态限制;研究主题为VSGs;研究场景为开展健康教育的场所。检索文献限定为英文同行评议论文。由两名研究者独立按照纳入排除标准筛选文献的标题、摘要及全文。数据提取工作由一名研究者完成,并由另一名研究者使用定制化工具进行核查。本研究采用定量分析(如频数统计)与定性分析(内容分析)相结合的方法,最终研究结果以图表搭配叙事性描述的形式呈现。
结果 本综述共纳入2008年至2023年间的12项研究,其中66.7%的研究来自美国,覆盖不同年龄群体与女性健康各细分领域,研究重点集中于乳腺癌与妇科癌症(占比67%)。半数(50%)的VSGs基于理论框架开发;41.7%的研究纳入了用户参与环节,58.3%的研究存在多方合作。游戏载体类型涵盖平板端(41.7%)、移动端(25%)及网页端(33.3%)。游戏使用方案差异显著,涵盖单次会话(50%)、自主式安排(25%)及固定频次(25%)三种形式。游戏时长分为自主安排(50%)与固定时长(50%)两类。评估结果涵盖知识掌握水平(50%)、技能提升(16.7%)、用户满意度(58.3%)、健康相关指标(41.7%)及游戏行为分析(16.7%)。
结论 现有研究显示,学界对用于女性健康教育的VSGs的兴趣日益增长,尤其是在乳腺癌与妇科癌症相关领域。研究对理论框架、用户参与及多方合作的重视,体现了多学科融合的研究思路。多样化的游戏载体、使用方案与评估维度,凸显了VSGs的良好适配性。未来研究应探索VSGs的长期应用效应,以进一步推动女性健康教育的发展。
创建时间:
2025-06-03



