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Games and Health Education for Diabetes Control: A Systematic Review with Meta-Analysis
16 references·1 citing·42 second hop
Games and Health Education for Diabetes Control: A Systematic Review with Meta-Analysis (2020)Games and Health Education for Diabetes C…Gamification for Older Adults: A Systematic Literature Review (2020)Gamification for Older Adults…When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being (2019)When and How Video Games Can …Updated guidance for trusted systematic reviews: a new edition of the Cochrane Handbook for Systematic Reviews of Interventions (2019)Updated guidance for trusted …Cochrane Handbook for Systematic Reviews of Interventions (2019)Cochrane Handbook for Systema…Preventing type 2 diabetes: systematic review of studies of cost-effectiveness of lifestyle programmes and metformin, with and without screening, for pre-diabetes (2017)Preventing type 2 diabetes: s…A systematic review of gamification in e-Health (2017)A systematic review of gamifi…The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence (2015)The Use of Videogames, Gamifi…Serious games for improving knowledge and self-management in young people with chronic conditions: a systematic review and meta-analysis (2015)Serious games for improving k…Preferred reporting items for systematic review and meta-analysis protocols (PRISMA-P) 2015 statement (2015)Preferred reporting items for…Effect of Exergames on Depression: A Systematic Review and Meta-Analysis (2015)Effect of Exergames on Depres…Physical and Psychosocial Function in Residential Aged-Care Elders: Effect of Nintendo Wii Sports Games (2014)Physical and Psychosocial Fun…Conceptual Model for the Design of a Serious Video Game Promoting Self-Management among Youth with Type 1 Diabetes (2010)Conceptual Model for the Desi…Preferred Reporting Items for Systematic Reviews and Meta-Analyses: The PRISMA Statement (2009)Preferred Reporting Items for…Preferred reporting items for systematic reviews and meta-analyses: the PRISMA statement (2009)Preferred reporting items for…Serious Video Games for Health: How Behavioral Science Guided the Development of a Serious Video Game (2008)Serious Video Games for Healt…Educational video game for juvenile diabetes: results of a controlled trial (1997)Educational video game for ju…Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review (2023)Effectiveness of Digital Heal…Meta-analysis in clinical trials (1986)Digital Natives, Digital Immigrants Part 1 (2001)Quantifying heterogeneity in a meta‐analysis (2002)Board Games for Health: A Systematic Literature Review and Meta-Analysis (2018)Health Education Serious Games Targeting Health Care Providers, Patients, and Public Health Users: Scoping Review (2019)Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review (2020)Communication and Persuasion (1986)Implementation intentions: Strong effects of simple plans. (1999)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)Serious games and learning effectiveness: The case of It’s a Deal! (2011)Modeling the efficacy of persuasive strategies for different gamer types in serious games for health (2014)Fake news game confers psychological resistance against online misinformation (2019)The Strengthening the Reporting of Observational Studies in Epidemiology (STROBE) Statement: Guidelines for Reporting Observational Studies (2007)The PRISMA Statement for Reporting Systematic Reviews and Meta-Analyses of Studies That Evaluate Health Care Interventions: Explanation and Elaboration (2009)The PRISMA statement for reporting systematic reviews and meta-analyses of studies that evaluate healthcare interventions: explanation and elaboration (2009)PRISMA Extension for Scoping Reviews (PRISMA-ScR): Checklist and Explanation (2018)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)The Measurement of Observer Agreement for Categorical Data (1977)Preferred reporting items for systematic reviews and meta-analyses: the PRISMA Statement. (2009)The PRISMA 2020 statement: an updated guideline for reporting systematic reviews (2021)Self-efficacy mechanism in human agency. (1982)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Learning with Media (1991)Origins of Serious Games (2011)Role of Video Games in Improving Health-Related Outcomes (2012)Gamification for health promotion: systematic review of behaviour change techniques in smartphone apps (2016)Cochrane Handbook for Systematic Reviews of Interventions (2008)Prevalence of symptoms of depression, anxiety, insomnia, posttraumatic stress disorder, and psychological distress among populations affected by the COVID-19 pandemic: A systematic review and meta-analysis (2020)How to properly use the PRISMA Statement (2021)PRISMA2020 : An R package and Shiny app for producing PRISMA 2020‐compliant flow diagrams, with interactivity for optimised digital transparency and Open Synthesis (2022)Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)The challenge of defining wellbeing (2012)The benefits of playing video games. (2013)Gaming motivations and gaming disorder symptoms: A systematic review and meta-analysis (2022)The Effects of Playing Video Games on Stress, Anxiety, Depression, Loneliness, and Gaming Disorder During the Early Stages of the COVID-19 Pandemic: PRISMA Systematic Review (2022)Time spent playing video games is unlikely to impact well-being (2022)Improving the quality of reports of meta-analyses of randomised controlled trials: the QUOROM statement (1999)The Revised CONSORT Statement for Reporting Randomized Trials: Explanation and Elaboration (2001)The PRISMA 2020 statement: An updated guideline for reporting systematic reviews (2021)Between Level Up and Game Over: A Systematic Literature Review of Gamification in Education (2021)Enhancing user engagement: The role of gamification in mobile apps (2021)Revealing the theoretical basis of gamification: A systematic review and analysis of theory in research on gamification, serious games and game-based learning (2021)
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References

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  • 2015The Use of Videogames, Gamification, and Virtual Environments in the Self-Management of Diabetes: A Systematic Review of Evidence132 cited

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  • 2017Preventing type 2 diabetes: systematic review of studies of cost-effectiveness of lifestyle programmes and metformin, with and without screening, for pre-diabetes122 cited
  • 2014Physical and Psychosocial Function in Residential Aged-Care Elders: Effect of Nintendo Wii Sports Games98 cited
  • 2010Conceptual Model for the Design of a Serious Video Game Promoting Self-Management among Youth with Type 1 Diabetes72 cited
  • Cited by

    • 2023Effectiveness of Digital Health Interventions Containing Game Components for the Self-management of Type 2 Diabetes: Systematic Review27 cited