中华护理杂志 ›› 2025, Vol. 60 ›› Issue (10): 1184-1189.DOI: 10.3761/j.issn.0254-1769.2025.10.005

• 骨科患者安全与康复专题 • 上一篇    下一篇

游戏化干预方案在膝关节骨性关节炎患者运动康复中应用的范围综述

任思思(), 曹向阳, 朱大乔, 刘梦瑶, 杨红萍, 张杰玉, 杨鑫, 陈影, 杨超凡, 陈睿()   

  1. 350122 福州市 福建中医药大学护理学院(任思思,杨红萍,张杰玉);河南省洛阳正骨医院/河南省骨科医院/河南省骨伤康复人工智能工程研究中心(曹向阳,杨鑫,陈影,杨超凡,陈睿);上海交通大学护理学院(朱大乔);河南中医药大学护理学院(刘梦瑶)
  • 收稿日期:2024-10-31 出版日期:2025-05-20 发布日期:2025-05-13
  • 通讯作者: 陈睿,E-mail:41903878@qq.com
  • 作者简介:任思思:女,本科(硕士在读),护师,E-mail:1903767148@qq.com
  • 基金资助:
    2022年度河南省重大科技专项(221100310200);河南省卫健委2022年度医学科技攻关联合共建项目(LHGJ202202534);2024第三届河洛青年人才托举工程项目(2024HLTJ04)

Application of gamification programs in exercise rehabilitation for knee osteoarthritis:a scoping review

REN Sisi(), CAO Xiangyang, ZHU Daqiao, LIU Mengyao, YANG Hongping, ZHANG Jieyu, YANG Xin, CHEN Ying, YANG Chaofan, CHEN Rui()   

  • Received:2024-10-31 Online:2025-05-20 Published:2025-05-13

摘要:

目的 对游戏化干预方案在膝关节骨性关节炎患者运动康复中的应用研究进行范围综述,为该领域的实践和相关研究提供借鉴。方法 检索PubMed、Web of Science、Cochrane Library、Scopus、CINAHL、中国生物医学文献数据库、中国知网和万方数据库,检索时限为建库至2024年12月28日,对纳入的文献进行汇总和分析。结果 共纳入28篇文献。游戏载体包括虚拟现实技术、传感器设备和移动应用程序。游戏内容涉及体感互动游戏、有氧运动和目标激励类游戏。结局指标包括功能性表现、身体活动、疼痛、心理与健康、使用体验。游戏化干预方案能够有效提高患者对运动的参与度、改善机体功能、降低负性情绪和改善生活质量,但在缓解疼痛方面尚存争议。结论 游戏化干预方案在膝关节骨性关节炎患者运动康复的应用中具有积极效果,未来应探索开发适合我国文化背景的游戏化干预方案,持续更新系统,研发“电子药物”,在开发过程中保障数字公平,进行经济学评价,进而提升患者的康复体验,改善健康结局。

关键词: 游戏化干预方案, 膝关节骨性关节炎, 运动康复, 范围综述, 护理

Abstract:

Objective To conduct a scoping review of the application of gamification programs in exercise rehabilitation for knee osteoarthritis,examining the application carriers,game content,outcome indicators,measurement tools,and application effects of gamification programs,to provide references for future practice and related research in this field. Methods The search was conducted in PubMed,Web of Science,Cochrane Library,Scopus,CINAHL,China National Knowledge Infrastructure,CNKI,and Wanfang Data from their inception to December 28,2024. The included studies were summarized and analyzed. Results A total of 28 studies were included in the review. The game carriers encompassed virtual reality technology,sensor devices,and mobile applications. The game content covered interactive motion games,aerobic exercises,and goal-motivated games. Outcome indicators included functional performance,physical activity,pain,psychological and health status,and user experience. Gamification programs were found to effectively enhance user engagement,improve physical function,reduce negative emotions,and improve quality of life. However,there remains controversy regarding their efficacy in pain relief. Conclusion Gamification programs have shown positive effects in exercise rehabilitation for knee osteoarthritis. Future efforts should focus on developing gamification programs that are culturally appropriate for China,creating “digital therapeutics”,continuously updating systems,conducting economic evaluations,and ensuring digital equity to enhance patients’ rehabilitation experiences and improve health outcomes.

Key words: Gamification Program, Knee Osteoarthritis, Exercise Rehabilitation, Scoping Review, Nursing Care