Serious games and gamification (SGG) in eHealth have positive health impacts, but a personalized approach is needed due to diverse user contexts. This introduces challenges in achieving personalization in SGG. A literature search on Web of Science and PubMed identified 31 articles: 22 on serious games and 9 on gamification. These strategies are most applied in behavior change and rehabilitation, with machine learning and AI showing promise for personalization. Reusability of personalisation algorithms and domain knowledge is underemphasized, reported in only 10 articles. Future research should standardize personalized SGG development, focusing on component reuse to streamline design and enhance evaluation.
翻译:电子健康领域的严肃游戏与游戏化(SGG)具有积极的健康影响,但由于用户情境的多样性,需要采用个性化方法。这为SGG实现个性化带来了挑战。通过对Web of Science和PubMed的文献检索,共识别出31篇相关文章:其中22篇聚焦严肃游戏,9篇关注游戏化。这些策略在行为改变与康复领域应用最为广泛,而机器学习与人工智能在实现个性化方面展现出潜力。个性化算法的可复用性及领域知识的重要性未得到充分强调,仅有10篇文章对此进行了报告。未来研究应致力于规范个性化SGG的开发流程,重点关注组件的可复用性,以优化设计并加强效果评估。