Using Gaming to Promote Vaccination Among Youth: A Systematic Review

被引:0
|
作者
Ou, Lihong [1 ]
Reifsnider, Elizabeth [1 ]
Chen, Angela Chia-Chen [2 ]
Todd, Michael [1 ]
Amresh, Ashish [3 ,4 ]
Mun, Chung Jung [1 ,5 ]
机构
[1] Arizona State Univ, Edson Coll Nursing & Healthcare Innovat, 550 N 3rd St, Phoenix, AZ 85004 USA
[2] Michigan State Univ, Coll Nursing, E Lansing, MI USA
[3] No Arizona Univ, Coll Engn Informat & Appl Sci, Flagstaff, AZ USA
[4] No Arizona Univ, Sch Informat Comp & Cyber Syst, Flagstaff, AZ USA
[5] Johns Hopkins Sch Med, Dept Psychiat & Behav Sci, Baltimore, MD USA
来源
SAGE OPEN NURSING | 2024年 / 10卷
关键词
gaming; vaccination; vaccination promotion; youth; systematic review; KNOWLEDGE; DECISION; AVATARS; PARENTS;
D O I
10.1177/23779608241256998
中图分类号
R47 [护理学];
学科分类号
1011 ;
摘要
Introduction: While vaccines are crucial for disease prevention, disparities in vaccination coverage persist among youths aged 10 to 29 years, including within the United States. Serious games are emerging as a new strategy to address vaccine hesitancy. This systematic review aimed to aggregate and assess the current evidence on game-based interventions to improve youth vaccination rates, evaluating their impact and identifying factors influencing their effectiveness. Methods: This systematic review was conducted through a meticulous search and evaluation of literature from databases including PubMed, Cumulative Index to Nursing and Allied Health Literature database, ProQuest platform, Cochrane Library, and Google Scholar. Studies were included if they (a) were designed with the purpose of improving youth vaccination rates; (b) were published in English; (c) were published between January 2011 and June 2023; and (d) evaluated the effect of game-based interventions. Search terms included Medical Subject Headings terms and keywords of the eligible articles. Results: Out of 269 studies, 11 were included in the final analysis of this review. The earliest study dated back to 2013, with 5 being randomized controlled trial and 6 studies incorporating theoretical models in their design or outcome measures. The findings indicated a generally positive effect of game-based interventions on vaccine-related knowledge. However, the impact on actual vaccine uptake was limited. In-game avatar customization and collaboration games were found as effective tools for player engagement. Conclusion: The review findings indicated that serious games boost vaccine knowledge but lack strong evidence for influencing youth vaccine uptake. More rigorous research and tailored game designs are needed to determine the effectiveness of game-based interventions and effectively address the diverse needs of youth in vaccine decision-making.
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页数:17
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