Evidence map›Paper›PMID 30199275›Full record

ArticleGames for health journal2019

Role of Digital Games in Self-Management of Cardiovascular Diseases: A Scoping Review.

Kavita Radhakrishnan, Thomas Baranowski, Christine Julien, Edison Thomaz, Miyong Kim

Abstract readScoping Review
In one paragraph

Article in Games for health journal, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 14 papers, 1 of them a synthesis that pooled it.

0numbers the graph read from it
0cells of the map it votes in
14citing papers in PubMed, 1 pooled it
4.7field-weighted citation impact, top 5% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

14 citing papers in PubMed, 1 synthesis or guideline pooled it, 24 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 1 institution in 1 country.

Kavita Radhakrishnan1 School of Nursing, The University of Texas-Austin, Austin, Texas.
Thomas Baranowski2 Department of Pediatrics-Nutrition, Baylor College of Medicine, Houston, Texas.
Christine Julien3 Mobile and Pervasive Computing Laboratory, Department of Electrical and Computer Engineering, The University of Texas-Austin, Austin, Texas.
Edison Thomaz4 Department of Electrical and Computer Engineering, School of Information, The University of Texas-Austin, Austin, Texas.
Miyong Kim5 School of Nursing, The University of Texas-Austin, Austin, Texas.
Baylor College of Medicine · US

Funding

Video games for Obesity & Diabetes Prevention: Efficacy TrialR01DK091254 · NIDDK · BAYLOR COLLEGE OF MEDICINE · PI BARANOWSKI, TOM · 2012 to 2016
$2.9M
Pilot & Feasibility CoreP30NR015335 · NINR · UNIVERSITY OF TEXAS AT AUSTIN · PI BROWN, SHARON A · 2014 to 2018
$2.3M
Precision Health Intervention Methodology Training in Self-Management of Multiple Chronic ConditionsT32NR019035 · NINR · UNIVERSITY OF TEXAS AT AUSTIN · PI STUIFBERGEN, ALEXA · 2020 to 2024
$995k
NIDDK NIH HHS R01 DK091254NINR NIH HHS P30 NR015335NINR NIH HHS T32 NR019035
6 · The paper itself

Abstract

objectiveExamine research on the use of digital games to improve self-management (SM) behaviors in patients diagnosed with cardiovascular diagnoses of hypertension, coronary artery disease, heart failure, or myocardial infarction. MATERIALS AND

methodsFor this scoping review, the CINAHL, PubMed, and Web of Science databases were searched for studies published from January 1, 2008 to December 20, 2017 using terms relevant to digital games and cardiovascular diseases (CVDs).

resultsEight articles met the inclusion/exclusion criteria, seven of which presented studies with participants 50 years or older. Five of the eight studies assessed physical activity. Only two studies included a control group. Digital games significantly improved exercise capacity and energy expenditure but did not affect quality of life, self-efficacy, anxiety, or depression. Digital games were found enjoyable by 79%-93% of participants, including those with lower education or age; however, barriers to game use included being tired or bored, lack of interest in digital games, poor perception of fitness through games, sensor limitations, conflicts with daily life routine, and preferences for group exercise. Average adherence ranged from 70% to 100% over 2 weeks to 6 months of study duration, with higher adherence rates in studies that included human contact through supervision or social support.

conclusionPaucity of studies about digital games for CVD SM behaviors precludes the need to undertake a full systematic review. Future studies examining digital games should include larger sample sizes, longer durations, game-design guided by behavioral change theoretical frameworks, and CVD SM behaviors in addition to physical activity behaviors.

Indexed as

Self-ManagementVideo GamesCardiovascular DiseasesExerciseHumansVirtual RealityCardiovascularDigital gamesSelf-management

Identifiers

PMID30199275
PMCPMC6909707
OpenAlexW2892123493

What OpenQuestion holds

Textmetadata
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.