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Mahmoudi E, Yejong Yoo P, Chandra A, Cardoso R, Denner Dos Santos C, Majnemer A, Shikako K. Gamification in Mobile Apps for Children With Disabilities: Scoping Review. JMIR Serious Games 2024; 12:e49029. [PMID: 39240675 DOI: 10.2196/49029] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/15/2023] [Revised: 01/31/2024] [Accepted: 06/27/2024] [Indexed: 09/07/2024] Open
Abstract
BACKGROUND Children with disabilities face numerous challenges in accessing health services. Mobile health is an emerging field that could significantly reduce health inequities by providing more accessible services. Many mobile apps incorporate gamification elements such as feedback, points, and stories to increase engagement and motivation; however, little is known about how gamification has been incorporated in mobile apps for children with disabilities. OBJECTIVE This scoping review aims to identify and synthesize the existing research evidence on the use of gamification in mobile apps for children with disabilities. Specifically, the objectives were to (1) identify the categories of these mobile apps (eg, treatment and educational) (2), describe the health-related outcomes they target, (3) assess the types and levels of gamification elements used within these apps, and (4) determine the reasons for incorporating gamification elements into mobile apps. METHODS We searched MEDLINE, PsycINFO, CINAHL, Embase, the ACM Digital Library, and IEEE Xplore databases to identify papers published between 2008 and 2023. Original empirical research studies reporting on gamified mobile apps for children with disabilities that implemented at least 1 gamification strategy or tactic were included. Studies investigating serious games or full-fledged games were excluded. RESULTS A total of 38 studies reporting on 32 unique gamified mobile apps were included. Findings showed that gamified apps focus on communication skills and oral health in children with autism spectrum disorder while also addressing self-management and academic skills for other disability groups. Gamified mobile apps have demonstrated potential benefits across different populations and conditions; however, there were mixed results regarding their impact. The gamification strategies included fun and playfulness (23/32, 72%), feedback on performance (17/32, 53%), and reinforcement (17/32, 53%) in more than half of apps, whereas social connectivity was used as a gamification strategy in only 4 (12%) mobile apps. There were 2 main reasons for integrating gamification elements into mobile apps described in 16 (42%) studies: increasing user engagement and motivation and enhancing intervention effects. CONCLUSIONS This scoping review offers researchers a comprehensive review of the gamification elements currently used in mobile apps for the purposes of treatment, education, symptom management, and assessment for children with disabilities. In addition, it indicates that studies on certain disability groups and examinations of health-related outcomes have been neglected, highlighting the need for further investigations in these areas. Furthermore, research is needed to investigate the effectiveness of mobile-based gamification elements on health and health behavior outcomes, as well as the healthy development of children with disabilities.
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Affiliation(s)
- Ebrahim Mahmoudi
- School of Physical and Occupational Therapy, McGill University, Montreal, QC, Canada
- Center for Interdisciplinary Research in Rehabilitation of Greater Montreal (CRIR), Montreal, QC, Canada
| | - Paul Yejong Yoo
- Division of Neurosciences and Mental Health, The Hospital for Sick Children, Toronto, ON, Canada
| | - Ananya Chandra
- School of Physical and Occupational Therapy, McGill University, Montreal, QC, Canada
- Center for Interdisciplinary Research in Rehabilitation of Greater Montreal (CRIR), Montreal, QC, Canada
| | - Roberta Cardoso
- McGill University Health Center Research Institute, Montreal, QC, Canada
| | - Carlos Denner Dos Santos
- Département de systèmes d'information et méthodes quantitatives de l'École de gestion de l'Université de Sherbrooke, Sherbrooke, QC, Canada
| | - Annette Majnemer
- School of Physical and Occupational Therapy, McGill University, Montreal, QC, Canada
- Center for Interdisciplinary Research in Rehabilitation of Greater Montreal (CRIR), Montreal, QC, Canada
- McGill University Health Center Research Institute, Montreal, QC, Canada
| | - Keiko Shikako
- School of Physical and Occupational Therapy, McGill University, Montreal, QC, Canada
- Center for Interdisciplinary Research in Rehabilitation of Greater Montreal (CRIR), Montreal, QC, Canada
- McGill University Health Center Research Institute, Montreal, QC, Canada
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Libeson L, Ross P, Downing M, Ponsford J. Development and feasibility testing of a psychoeducational tool to support the return to work (RTW) of individuals with traumatic brain injury (TBI): The RTW after TBI app. Neuropsychol Rehabil 2023; 33:1349-1367. [PMID: 35838987 DOI: 10.1080/09602011.2022.2097928] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/28/2021] [Accepted: 06/29/2022] [Indexed: 10/17/2022]
Abstract
To document the development and clinician evaluation of a psychoeducational and support tool: the return to work after traumatic brain injury app (RTW after TBI app). Co-design of the app involved the collaboration of traumatic brain injury (TBI) /vocational rehabilitation (VR) expert researchers (n = 4) and lived experience co-designers (individuals with TBI who had previously returned to work; n = 4). Twelve TBI/VR clinician reviewers then evaluated the app. Content analysis of TBI/VR clinician reviewers' interviews revealed four themes: content, usability (functional ease of use), utility (applicability to RTW after TBI) and suggestions for improvements. All clinicians reported that they would use the RTW after TBI app in their clinical practice. Although several aspects were reported to potentially limit the app's appropriateness for some TBI clients, many feasible improvements were suggested to address limitations. These improvements aim to increase the utility of the app with a wider range of clients and extend its use to other settings. Future research should evaluate, in a clinical trial, the efficacy of the RTW after TBI app in supporting individuals with TBI and their vocational providers and optimizing RTW success.
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Affiliation(s)
- Lauren Libeson
- Turner Institute for Brain and Mental Health, School of Psychological Sciences, Monash University, Clayton, Australia
- Monash-Epworth Rehabilitation Research Centre, Richmond, Australia
| | - Pamela Ross
- Monash-Epworth Rehabilitation Research Centre, Richmond, Australia
- Epworth HealthCare, Richmond, Australia
| | - Marina Downing
- Turner Institute for Brain and Mental Health, School of Psychological Sciences, Monash University, Clayton, Australia
- Monash-Epworth Rehabilitation Research Centre, Richmond, Australia
| | - Jennie Ponsford
- Turner Institute for Brain and Mental Health, School of Psychological Sciences, Monash University, Clayton, Australia
- Monash-Epworth Rehabilitation Research Centre, Richmond, Australia
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Wade SL, Sidol C, Babcock L, Schmidt M, Kurowski B, Cassedy A, Zhang N. Findings from a Randomized Controlled Trial of SMART: An EHealth Intervention for Mild Traumatic Brain Injury. J Pediatr Psychol 2023; 48:241-253. [PMID: 36565462 PMCID: PMC10027050 DOI: 10.1093/jpepsy/jsac086] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/08/2022] [Revised: 10/28/2022] [Accepted: 11/06/2022] [Indexed: 12/25/2022] Open
Abstract
OBJECTIVE The aim of this study was to examine the efficacy of the SMART (Self-Management After Recent Traumatic brain injury) program and potential moderators. METHODS Parallel randomized controlled trial (ClinicalTrials.gov Identifier: NCT03498495) was conducted. Eligibility criteria included treatment for mild traumatic brain injury in the emergency department and age 11-18 years. Participants were assigned equally to SMART (n = 35) or usual care (UC; n = 36). SMART included symptom monitoring and online modules supporting the return to activities and symptom management. Coping and quality of life (QoL) (primary outcomes) and post-concussive symptoms (secondary outcome) were assessed at baseline and weekly for 4 weeks. RESULTS Groups did not differ in coping, QoL, or return to pre-injury symptom levels at any time point. Problem-focused engagement (PFE) moderated group differences over time (p = .02). At high PFE, UC participants reported lower QoL at time 1 (effect size [ES] = 0.60); SMART participants did not report a decline at any point. At low PFE, SMART participants reported declining QoL from pre-injury to time 1 (ES = 0.68), whereas UC participants reported an increase from time 1 to 3 (ES = 0.56). PFE also moderated group differences on the Health and Behavior Inventory (HBI) cognitive (p = .02) and somatic symptom scales (p = .05). At high PFE, SMART participants reported a more rapid return to pre-injury levels than UC participants (p = .05). Resilience also moderated group differences in QoL and HBI cognitive recovery. CONCLUSION Effectiveness of the SMART app varied based on preinjury coping styles and resilience, underscoring the potential need to tailor treatments to individual characteristics.
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Affiliation(s)
- Shari L Wade
- Cincinnati Children’s Hospital Medical Center, USA
- University of Cincinnati, USA
| | - Craig Sidol
- Cincinnati Children’s Hospital Medical Center, USA
| | - Lynn Babcock
- Cincinnati Children’s Hospital Medical Center, USA
- University of Cincinnati, USA
| | | | - Brad Kurowski
- Cincinnati Children’s Hospital Medical Center, USA
- University of Cincinnati, USA
| | - Amy Cassedy
- Cincinnati Children’s Hospital Medical Center, USA
- University of Cincinnati, USA
| | - Nanhua Zhang
- Cincinnati Children’s Hospital Medical Center, USA
- University of Cincinnati, USA
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Using Comic-Based Concussion Discharge Instructions to Address Caregiver Health Literacy in the Emergency Department. J Emerg Nurs 2023; 49:236-243. [PMID: 36604284 DOI: 10.1016/j.jen.2022.12.006] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/20/2022] [Revised: 12/08/2022] [Accepted: 12/10/2022] [Indexed: 01/05/2023]
Abstract
INTRODUCTION This study compared the effectiveness of comic-based with text-based concussion discharge instructions on improving caregiver knowledge. This study also examined the role of social determinants of health on comprehension instructions. METHODS This was an observational study of the caregivers of pediatric concussion patients. Caregivers' health literacy and demographics related socioeconomic factors were obtained. After the patients' evaluation in the emergency department, caregivers were given printed comic-based concussion discharge instructions. Caregivers were contacted 3 days later and tested overall knowledge of discharge instructions' content. These survey results were compared with historical controls who received text-based instructions. RESULTS A total of 120 participants were recruited, and 86 participants completed follow-up procedures. When comparing the caregivers' recall ability with a comic-based vs traditional text-based instructions, caregivers with comic-based content were more likely to accurately recall overall discharge instructions (77.5% vs 44%, P < .001), particularly physical rest and activity restrictions (86.5% vs 63%, P < .001). Caregivers also were less likely to misidentify a red flag symptom (7.5% vs 19%, P < .04). Comic-based instructions did not increase recall of cognitive rest instructions or postconcussive symptoms. When examining demographic factors, caregivers who could not recall 3 postconcussive symptoms were more likely to be Hispanic or Black, less likely to be college educated, and more likely to have low health literacy. DISCUSSION Novel methods should be explored to adequately prepare caregivers for continuing postconcussive care at home. Discharge instructions must be tailored to address caregivers' baseline health literacy and how caregivers digest and retain information.
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Campbell A, Hartling L, Plourde V, Scott SD. Parental Knowledge, Self-confidence, and Usability Evaluation of a Web-Based Infographic for Pediatric Concussion: Multimethod Study. JMIR Pediatr Parent 2022; 5:e36317. [PMID: 35536631 PMCID: PMC9131137 DOI: 10.2196/36317] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 01/10/2022] [Revised: 03/31/2022] [Accepted: 04/01/2022] [Indexed: 11/17/2022] Open
Abstract
BACKGROUND Concussions, which are known as mild traumatic brain injuries, are complex injuries caused by direct or indirect blows to the head and are increasingly being recognized as a significant public health concern for children and their families. Previous research has identified few studies examining the efficacy of educational interventions on parental concussion knowledge. The aim of this research was to actively work together with children who have experienced a concussion and their parents to develop, refine, and evaluate the usability of a web-based infographic for pediatric concussion. OBJECTIVE The objective of this study was to report on the usability of the infographic, parental knowledge, and self-confidence in pediatric concussion knowledge before and after exposure to the infographic. METHODS A multiphase, multimethod research design using patient engagement techniques was used to develop a web-based infographic. For this phase of the research (usability, knowledge, and confidence evaluation), parents who could communicate in English were recruited via social media platforms and invited to complete web-based questionnaires. Electronic preintervention and postintervention questionnaires were administered to parents to assess changes to concussion knowledge and confidence after viewing the infographic. A usability questionnaire with 11 items was also completed. RESULTS A web-based, infographic was developed. The infographic is intended for parents and children and incorporates information that parents and children identified as both wants and needs about concussion alongside the best available research evidence on pediatric concussion. A total of 31 surveys were completed by parents. The mean scores for each item on the usability surveys ranged from 8.03 (SD 1.70) to 9.26 (SD 1.09) on a 10-point Likert scale, indicating that the usability components of the infographic were largely positive. There was no statistically significant difference between preintervention and postintervention knowledge scores (Z=-0.593; P=.55; both preintervention and postintervention knowledge scores had a median of 9 out of 10). In contrast, there was a statistically significant difference between preintervention (mean 3.9/5, SD 0.56) and postintervention (mean 4.4/5, SD 0.44) confidence in knowledge scores (t30=-5.083; P<.001). CONCLUSIONS Our results demonstrate that parents positively rated a web-based, infographic for pediatric concussion. In addition, although there was no statistically significant difference overall in parents' knowledge scores before and after viewing the infographic, their confidence in their knowledge did significantly increase. These results suggest that using a web-based infographic as a knowledge translation intervention may be useful in increasing parents' confidence in managing their child's concussion.
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Affiliation(s)
- Alyson Campbell
- Faculty of Nursing, University of Alberta, Edmonton, AB, Canada
| | - Lisa Hartling
- Department of Pediatrics, Faculty of Medicine and Dentistry, University of Alberta, Edmonton, AB, Canada
| | - Vickie Plourde
- École de Psychologie, Faculté des sciences de la santé et des services communautaires, Université de Moncton, Moncton, NB, Canada
| | - Shannon D Scott
- Faculty of Nursing, University of Alberta, Edmonton, AB, Canada
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Schmidt M, Babcock L, Kurowski BG, Cassedy A, Sidol C, Wade SL. Usage Patterns of an mHealth Symptom Monitoring App Among Adolescents With Acute Mild Traumatic Brain Injuries. J Head Trauma Rehabil 2022; 37:134-143. [PMID: 35125434 PMCID: PMC9203862 DOI: 10.1097/htr.0000000000000768] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 02/03/2023]
Abstract
OBJECTIVE To understand usage patterns of SMART (Self-Monitoring Activity Regulation and Relaxation Treatment) mHealth app among adolescents with acute mild traumatic brain injuries (mTBIs) and to identify individual characteristics that influenced app usage. METHODS SETTING Emergency departments of tertiary care children's medical center. PARTICIPANTS Children aged 11 to 18 years with mTBI in the past 2 weeks, English-speaking, no evidence of severe TBI, and no preexisting neurological impairment. DESIGN Nested cohort of the intervention arm of a randomized clinical trial (n = 34). MHEALTH APP INTERVENTION SMART was a month-long educational program on mTBI designed to promote self-monitoring and management of recovery. SMART included digital symptom and activity self-monitoring surveys, feedback on symptom changes, and 8 modules providing psychoeducation, strategies for symptom management, and training in active problem solving. MAIN MEASURES App usage time, navigation, and interaction data were automatically collected. Usage involved inputting symptom ratings/activities and reviewing modules. Patterns of symptom/activity reporting and completion of learning modules data were analyzed. Predictors of app utilization, including individual characteristics, resilience (Connor-Davidson Resilience Scale), and coping (Coping Strategies Inventory-Short Form), were analyzed using Spearman correlations. RESULTS Participants completed symptom monitoring an average of 9 days over the month. Participants completed an average of 1.87 learning modules out of 7. Parent income and education, comorbid attention-deficit/hyperactivity disorder (ADHD), and emotional engagement coping style predicted symptom monitoring. Parental income, comorbid ADHD, and greater reliance on emotional engagement coping predicted module completion. SIGNIFICANT ADVERSE EVENTS None. CONCLUSION Adolescents of higher socioeconomic status and those who manage their emotions using active engagement spent more time on both components of the SMART program.
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Affiliation(s)
- Matthew Schmidt
- Educational Technology, College of Education, University of Florida, Gainesville (Dr Schmidt); Cincinnati Children's Hospital Medical Center (Drs Babcock, Kurowski, Cassedy, Sidol, and Wade), Division of Pediatric Rehabilitation Medicine (Drs Kurowski and Wade), and Departments of Pediatrics and Neurology and Rehabilitation Medicine (Dr Kurowski), University of Cincinnati College of Medicine, Cincinnati, Ohio
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Azouz O, Karioh N, Lefdaoui Y. A Systematic Mapping Study: How Can UX Design Be Adapted to Improve the Design of Meaningful Gamified Solutions? INTERNATIONAL JOURNAL OF INNOVATION AND TECHNOLOGY MANAGEMENT 2021. [DOI: 10.1142/s0219877021300068] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/18/2022]
Abstract
A meaningful gamified solution design is not limited to the use of points and rewards, but rather focuses on the intrinsic motivations for a more engaging user experience. Furthermore, the implementation of this concept is subject to difficulties given the lack of unified, effective, and efficient tools that are integrated into a process that covers the life cycle of a product or a service. Indeed, the existing gamification frameworks are limited to guidelines and recommendations that set up game elements for specific needs and contexts. However, the methods and the best practices that can lead to a meaningful gamified solution still cannot be concluded. Moreover, the user experience is currently a fundamental concept that has changed the focus on the processes of a generation of products and services; putting the user at the center of the design process. The main objective of this paper is to study the relevance of adapting or adopting UX design elements to improve the design of gamified products. To this end, a systematic mapping of the literature was carried out with a selection of 77 articles published between 2010 and March 2021. The results obtained enabled the identification of the adaptation or adoption proposals related to the following three levels: (1) UX design process and framework, (2) UX design process phases, in particular the phase of understanding the user need and usability testing, and (3) user’s research tools such as the persona, the journey map, and the questionnaire. The adaptation of these design elements was not systematic and depended on the context of the study.
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Affiliation(s)
- Omar Azouz
- Mohammed V University of Rabat Higher, School of Technology of Sale Laboratory for System Analysis, Information Processing and Integrated Managment (LASTIMI) Sale, 11000, Morocco
| | - Nouamane Karioh
- Mohammed V University of Rabat Higher, School of Technology of Sale Laboratory for System Analysis, Information Processing and Integrated Managment (LASTIMI) Sale, 11000, Morocco
| | - Youssef Lefdaoui
- Mohammed V University of Rabat Higher, School of Technology of Sale Laboratory for System Analysis, Information Processing and Integrated Managment (LASTIMI) Sale, 11000, Morocco
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Investigating the Potential of Gamification to Improve Seniors’ Experience and Use of Technology. INFORMATION 2020. [DOI: 10.3390/info11050249] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
A non-negligible proportion of seniors rarely uses new technology. Far too often, these rather tech unexperienced seniors struggle with new soft- or hard-ware, that do not provide easy access. As a result, some seniors avoid or completely desist to further use “these modern technologies” and consequently miss out on the benefits of digital age. Game-inspired design is supposed to be a promising way to overcome some perceived barriers of seniors by providing hedonic value during early interaction. Previous research has shown that game-inspired design is suitable to motivate seniors’ use of Health-IT. To investigate its potential to facilitate the use of information and communication technology (ICT), an experimental study was conducted. The study investigated the appeal of various gamification features, which were embedded in a prototype of an ICT learning software and compared it to a non-gamified version of the software. Results indicate that the concept of gamified ICT learning software appeals to seniors in general, but that the acceptance of different gamification features is quite diverse. A clear-cut superiority of adding gamification to the software was not found. After interacting with both software versions, seniors in around equal parts preferred either the non-gamified version, the gamified version, or could not decide. Those seniors that clearly favored the gamified version were particularly fond of continuous positive feedback and receiving rewards for each task they have accomplished. Whereas the remaining seniors rather disliked the intensive endorsement through these two features and decided against the gamified version, albeit they liked many of the other game features. Our results underline the necessity of following a user-centered design approach when developing game-inspired applications, and the need for an individualized use of gamification elements to meet the needs of the heterogeneous group of senior users.
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