Gamificación en salud y bienestar: revisión sistemática de la literatura en educación y salud (2014–2024)
Gamificación en salud y bienestar: revisión sistemática de la literatura en educación y salud (2014–2024)
DOI:
https://doi.org/10.61154/holopraxis.v10i1.4392Palabras clave:
Educación; Política de salud; Bienestar social; Juegos; Tecnología educacional (Tesauro UNESCO).Resumen
Durante la última década, la gamificación se consolidó como una estrategia emergente para fomentar la salud y el bienestar; sin embargo, persistieron vacíos respecto a su efectividad y sostenibilidad. Frente a esta problemática, el presente estudio tuvo como objetivo analizar de manera sistemática la evidencia científica publicada entre 2014 y 2024 sobre intervenciones gamificadas en salud y bienestar, identificando sus principales tendencias, resultados y limitaciones. Se realizó una revisión sistemática de la literatura de acuerdo con la declaración PRISMA 2020, mediante búsquedas en las bases de datos PubMed, Scopus y Web of Science. La búsqueda inicial identificó 524 registros; tras eliminar duplicados y aplicar los criterios de inclusión, se seleccionaron 19 estudios empíricos para el análisis cualitativo. Los resultados mostraron que el 59% de las intervenciones reportaron efectos positivos, principalmente en la promoción de la actividad física y la adopción de hábitos saludables, mientras que el 41% presentó resultados neutros o mixtos. Se destacaron los efectos favorables de elementos como recompensas, avatares y retroalimentación, aunque predominó el uso de motivación extrínseca basada en puntos, insignias y clasificaciones. Se observó una limitada atención a la motivación intrínseca y a las emociones, así como una fuerte concentración geográfica de los estudios en Norteamérica y Europa. En conclusión, la gamificación demostró potencial para promover el bienestar y la salud, pero su impacto sostenible dependerá de incorporar enfoques más integrales, culturalmente sensibles y orientados a la motivación intrínseca.Descargas
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