Abstract

BackgroundVaccine hesitancy is a growing threat to population health, and effective interventions are needed to reduce its frequency. Digital gamification is a promising new approach to tackle this public health issue.ObjectiveThe purpose of this scoping review was to assess the amount and quality of outcomes in studies evaluating gamified digital tools created to increase vaccine knowledge and uptake.MethodsWe searched for peer-reviewed articles published between July 2009 and August 2019 in PubMed, Google Scholar, Journal of Medical Internet Research, PsycINFO, PsycARTICLES, Psychology and Behavioral Sciences Collection, and SocINDEX. Studies were coded by author, year of publication, country, journal, research design, sample size and characteristics, type of vaccine, theory used, game content, game modality, gamification element(s), data analysis, type of outcomes, and mean quality score. Outcomes were synthesized through the textual narrative synthesis method.ResultsA total of 7 articles met the inclusion criteria and were critically reviewed. Game modalities and gamification elements were diverse, but role play and a reward system were present in all studies. These articles included a mixture of randomized controlled trials, quasi-experimental studies, and studies comprising quantitative and qualitative measures. The majority of the studies were theory-driven. All the identified gamified digital tools were highly appreciated for their usability and were effective in increasing awareness of vaccine benefits and motivation for vaccine uptake.ConclusionsDespite the relative paucity of studies on this topic, this scoping review suggests that digital gamification has strong potential for increasing vaccination knowledge and, eventually, vaccination coverage.

Highlights

  • Vaccination is one of the most cost-effective methods of preventing the spread of infectious diseases

  • The rates of people receiving vaccinations have recently declined in developed countries

  • If vaccination coverage falls below the thresholds that are safe for the prevention of epidemic transmission, the incidence of vaccine-preventable diseases increases [1]

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Summary

Introduction

Vaccination is one of the most cost-effective methods of preventing the spread of infectious diseases. The rates of people receiving vaccinations have recently declined in developed countries. If vaccination coverage falls below the thresholds that are safe for the prevention of epidemic transmission, the incidence of vaccine-preventable diseases increases [1]. One of the most illustrative examples of this phenomenon is the measles outbreak that returned over the past 2 decades. Reasons why some people do not get vaccinated are as varied as they are complex and include a sense of complacency, difficulty in accessing vaccines, mistrust of health or medical authorities, spread of misinformation, underestimation of risks, http://games.jmir.org/2020/2/e16983/. Vaccine hesitancy is a growing threat to population health, and effective interventions are needed to reduce its frequency. Digital gamification is a promising new approach to tackle this public health issue

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