Résumés
Abstract
Introduction: In acute care settings, patient and caregiver education is essential for health management and promoting autonomy. Short hospital stays often limit opportunities for effective teaching. To address this, innovative approaches, including digital serious games using gamification principles, have been developed. Nevertheless, the literature on their use in acute care is heterogeneous, varying by context, timing, type of game, and target population, which makes synthesis difficult. A preliminary search in Joanna Briggs Institute Evidence Synthesis, the Cochrane Database, MEDLINE, and other sources confirmed that no similar review exists. Objective: To map and categorize the existing evidence on the use of digital serious games for patient and caregiver education in acute care settings. Method: This scoping review will follow the Joanna Briggs Institute methodology. A comprehensive search will be conducted in 11 databases and Google Scholar to include grey literature. Inclusion and exclusion criteria are defined according to the Population, Concept, and Context methodological framework. Study selection and data extraction will be performed by 2 reviewers. Findings will be synthesized and presented descriptively to characterize the scope, nature, and key features of existing evidence on digital serious games for patient and caregiver education in acute care. Discussion and Research Spin-offs: The results will contribute to clarifying key concepts related to serious games in acute care, identifying gaps in the existing literature, and providing a foundation to guide future research on the development, implementation, and evaluation of these innovative educational tools in these settings. The review will also offer clinicians an overview of current educational tools, target populations, and design characteristics of digital serious games used in acute care, supporting informed and reflective integration into practice.
Keywords:
- acute care,
- patient education,
- caregivers,
- digital serious games,
- gamification
Résumé
Introduction : En soins aigus, l’éducation du patient et de ses proches est essentielle pour la prise en charge de la santé et la promotion de l’autonomie. Or, la brièveté des séjours hospitaliers limite les occasions d’enseignement. Pour y remédier, des approches innovantes, comme la ludification par les jeux sérieux numériques, ont été développées. Néanmoins, la littérature sur leur utilisation en soins aigus demeure hétérogène, variant selon le contexte, le moment d’utilisation, le type de jeu et les clientèles, rendant difficile une synthèse globale. Une recherche préliminaire dans Joanna Briggs Institute Evidence Synthesis, Cochrane, MEDLINE et d’autres sources a confirmé qu’aucune revue similaire n’existe. Objectif : Cartographier l’état des connaissances sur l’utilisation des jeux sérieux numériques et catégoriser leurs types pour l’éducation des patients et de leurs proches en soins aigus. Méthode : Cette revue de la portée suivra la méthodologie de l’Institut Joanna Briggs. La recherche documentaire sera effectuée dans 11 bases de données et Google Scholar pour inclure la littérature grise. Les critères de sélection ont été définis selon le modèle Population, Concept et Contexte. La sélection et l’extraction des données seront réalisées par 2 chercheurs. Les résultats seront synthétisés et présentés de manière descriptive afin de caractériser la portée, la nature et les principales caractéristiques des données probantes existantes sur les jeux sérieux numériques destinés à l’éducation des patients et des proches en soins aigus. Discussion et retombées anticipées : Les résultats permettront de clarifier les concepts associés aux jeux sérieux, d’identifier les lacunes et de fournir une base pour orienter le développement, l’implantation et l’évaluation de ces outils éducatifs innovants. La revue offrira également aux cliniciens un aperçu des outils éducatifs actuels, des populations ciblées et des caractéristiques de conception des jeux sérieux numériques, soutenant une intégration réfléchie et éclairée à la pratique.
Mots-clés :
- soins aigus,
- éducation aux patients,
- proches aidants,
- jeux sérieux numériques,
- ludification
Parties annexes
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