دورية أكاديمية

The Role of AI in Serious Games and Gamification for Health: Scoping Review

التفاصيل البيبلوغرافية
العنوان: The Role of AI in Serious Games and Gamification for Health: Scoping Review
المؤلفون: Daniel Tolks, Johannes Jeremy Schmidt, Sebastian Kuhn
المصدر: JMIR Serious Games, Vol 12, p e48258 (2024)
بيانات النشر: JMIR Publications, 2024.
سنة النشر: 2024
المجموعة: LCC:Information technology
LCC:Public aspects of medicine
مصطلحات موضوعية: Information technology, T58.5-58.64, Public aspects of medicine, RA1-1270
الوصف: BackgroundArtificial intelligence (AI) and game-based methods such as serious games or gamification are both emerging technologies and methodologies in health care. The merging of the two could provide greater advantages, particularly in the field of therapeutic interventions in medicine. ObjectiveThis scoping review sought to generate an overview of the currently existing literature on the connection of AI and game-based approaches in health care. The primary objectives were to cluster studies by disease and health topic addressed, level of care, and AI or games technology. MethodsFor this scoping review, the databases PubMed, Scopus, IEEE Xplore, Cochrane Library, and PubPsych were comprehensively searched on February 2, 2022. Two independent authors conducted the screening process using Rayyan software (Rayyan Systems Inc). Only original studies published in English since 1992 were eligible for inclusion. The studies had to involve aspects of therapy or education in medicine and the use of AI in combination with game-based approaches. Each publication was coded for basic characteristics, including the population, intervention, comparison, and outcomes (PICO) criteria; the level of evidence; the disease and health issue; the level of care; the game variant; the AI technology; and the function type. Inductive coding was used to identify the patterns, themes, and categories in the data. Individual codings were analyzed and summarized narratively. ResultsA total of 16 papers met all inclusion criteria. Most of the studies (10/16, 63%) were conducted in disease rehabilitation, tackling motion impairment (eg, after stroke or trauma). Another cluster of studies (3/16, 19%) was found in the detection and rehabilitation of cognitive impairment. Machine learning was the main AI technology applied and serious games the main game-based approach used. However, direct interaction between the technologies occurred only in 3 (19%) of the 16 studies. The included studies all show very limited quality evidence. From the patients’ and healthy individuals’ perspective, generally high usability, motivation, and satisfaction were found. ConclusionsThe review shows limited quality of evidence for the combination of AI and games in health care. Most of the included studies were nonrandomized pilot studies with few participants (14/16, 88%). This leads to a high risk for a range of biases and limits overall conclusions. However, the first results present a broad scope of possible applications, especially in motion and cognitive impairment, as well as positive perceptions by patients. In future, the development of adaptive game designs with direct interaction between AI and games seems promising and should be a topic for future reviews.
نوع الوثيقة: article
وصف الملف: electronic resource
اللغة: English
تدمد: 2291-9279
Relation: https://games.jmir.org/2024/1/e48258; https://doaj.org/toc/2291-9279
DOI: 10.2196/48258
URL الوصول: https://doaj.org/article/991729821c784a3e89f5606df738c78b
رقم الأكسشن: edsdoj.991729821c784a3e89f5606df738c78b
قاعدة البيانات: Directory of Open Access Journals
الوصف
تدمد:22919279
DOI:10.2196/48258