Cargando…
The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review
BACKGROUND: Emerging health care strategies addressing medication adherence include the use of direct-to-patient incentives or elements adapted from computer games. However, there is currently no published evidence synthesis on the use of gamification or financial incentives in mobile apps to improv...
Autores principales: | , , , |
---|---|
Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
JMIR Publications
2022
|
Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8902658/ https://www.ncbi.nlm.nih.gov/pubmed/35188475 http://dx.doi.org/10.2196/30671 |
_version_ | 1784664636349480960 |
---|---|
author | Tran, Steven Smith, Lorraine El-Den, Sarira Carter, Stephen |
author_facet | Tran, Steven Smith, Lorraine El-Den, Sarira Carter, Stephen |
author_sort | Tran, Steven |
collection | PubMed |
description | BACKGROUND: Emerging health care strategies addressing medication adherence include the use of direct-to-patient incentives or elements adapted from computer games. However, there is currently no published evidence synthesis on the use of gamification or financial incentives in mobile apps to improve medication adherence. OBJECTIVE: The aim of this scoping review is to synthesize and appraise the literature pertaining to the use of mobile apps containing gamification or financial incentives for medication adherence. There were two objectives: to explore the reported effectiveness of these features and to describe and appraise the design and development process, including patient involvement. METHODS: The following databases were searched for relevant articles published in English from database inception to September 24, 2020: Embase, MEDLINE, PsycINFO, CINAHL, and Web of Science. The framework by Arksey and O’Malley and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist guided this scoping review. Using a systematic screening process, studies were included if incentives or game features were used within mobile apps to specifically address medication adherence. An appraisal using risk of bias tools was also applied to their respective study design. RESULTS: A total of 11 studies from the initial 691 retrieved articles were included in this review. Across the studies, gamification alone (9/11, 82%) was used more than financial incentives (1/11, 9%) alone or a combination of the two (1/11, 9%). The studies generally reported improved or sustained optimal medication adherence outcomes; however, there was significant heterogeneity in the patient population, methodology such as outcome measures, and reporting of these studies. There was considerable variability in the development process and evaluation of the apps, with authors opting for either the waterfall or agile methodology. App development was often guided by a theory, but across the reviewed studies, there were no common theories used. Patient involvement was not commonly evident in predevelopment phases but were generally reserved for evaluations of feasibility, acceptance, and effectiveness. Patient perspectives on gamified app features indicated a potential to motivate positive health behaviors such as medication adherence along with critical themes of repetitiveness and irrelevance of certain features. The appraisal indicated a low risk of bias in most studies, although concerns were identified in potential confounding. CONCLUSIONS: To effectively address medication adherence via gamified and incentivized mobile apps, an evidence-based co-design approach and agile methodology should be used. This review indicates some adoption of an agile approach in app development; however, patient involvement is lacking in earlier stages. Further research in a generalized cohort of patients living with chronic conditions would facilitate the identification of barriers, potential opportunities, and the justification for the use of gamification and financial incentives in mobile apps for medication adherence. |
format | Online Article Text |
id | pubmed-8902658 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | JMIR Publications |
record_format | MEDLINE/PubMed |
spelling | pubmed-89026582022-03-10 The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review Tran, Steven Smith, Lorraine El-Den, Sarira Carter, Stephen JMIR Mhealth Uhealth Review BACKGROUND: Emerging health care strategies addressing medication adherence include the use of direct-to-patient incentives or elements adapted from computer games. However, there is currently no published evidence synthesis on the use of gamification or financial incentives in mobile apps to improve medication adherence. OBJECTIVE: The aim of this scoping review is to synthesize and appraise the literature pertaining to the use of mobile apps containing gamification or financial incentives for medication adherence. There were two objectives: to explore the reported effectiveness of these features and to describe and appraise the design and development process, including patient involvement. METHODS: The following databases were searched for relevant articles published in English from database inception to September 24, 2020: Embase, MEDLINE, PsycINFO, CINAHL, and Web of Science. The framework by Arksey and O’Malley and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist guided this scoping review. Using a systematic screening process, studies were included if incentives or game features were used within mobile apps to specifically address medication adherence. An appraisal using risk of bias tools was also applied to their respective study design. RESULTS: A total of 11 studies from the initial 691 retrieved articles were included in this review. Across the studies, gamification alone (9/11, 82%) was used more than financial incentives (1/11, 9%) alone or a combination of the two (1/11, 9%). The studies generally reported improved or sustained optimal medication adherence outcomes; however, there was significant heterogeneity in the patient population, methodology such as outcome measures, and reporting of these studies. There was considerable variability in the development process and evaluation of the apps, with authors opting for either the waterfall or agile methodology. App development was often guided by a theory, but across the reviewed studies, there were no common theories used. Patient involvement was not commonly evident in predevelopment phases but were generally reserved for evaluations of feasibility, acceptance, and effectiveness. Patient perspectives on gamified app features indicated a potential to motivate positive health behaviors such as medication adherence along with critical themes of repetitiveness and irrelevance of certain features. The appraisal indicated a low risk of bias in most studies, although concerns were identified in potential confounding. CONCLUSIONS: To effectively address medication adherence via gamified and incentivized mobile apps, an evidence-based co-design approach and agile methodology should be used. This review indicates some adoption of an agile approach in app development; however, patient involvement is lacking in earlier stages. Further research in a generalized cohort of patients living with chronic conditions would facilitate the identification of barriers, potential opportunities, and the justification for the use of gamification and financial incentives in mobile apps for medication adherence. JMIR Publications 2022-02-21 /pmc/articles/PMC8902658/ /pubmed/35188475 http://dx.doi.org/10.2196/30671 Text en ©Steven Tran, Lorraine Smith, Sarira El-Den, Stephen Carter. Originally published in JMIR mHealth and uHealth (https://mhealth.jmir.org), 21.02.2022. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR mHealth and uHealth, is properly cited. The complete bibliographic information, a link to the original publication on https://mhealth.jmir.org/, as well as this copyright and license information must be included. |
spellingShingle | Review Tran, Steven Smith, Lorraine El-Den, Sarira Carter, Stephen The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review |
title | The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review |
title_full | The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review |
title_fullStr | The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review |
title_full_unstemmed | The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review |
title_short | The Use of Gamification and Incentives in Mobile Health Apps to Improve Medication Adherence: Scoping Review |
title_sort | use of gamification and incentives in mobile health apps to improve medication adherence: scoping review |
topic | Review |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8902658/ https://www.ncbi.nlm.nih.gov/pubmed/35188475 http://dx.doi.org/10.2196/30671 |
work_keys_str_mv | AT transteven theuseofgamificationandincentivesinmobilehealthappstoimprovemedicationadherencescopingreview AT smithlorraine theuseofgamificationandincentivesinmobilehealthappstoimprovemedicationadherencescopingreview AT eldensarira theuseofgamificationandincentivesinmobilehealthappstoimprovemedicationadherencescopingreview AT carterstephen theuseofgamificationandincentivesinmobilehealthappstoimprovemedicationadherencescopingreview AT transteven useofgamificationandincentivesinmobilehealthappstoimprovemedicationadherencescopingreview AT smithlorraine useofgamificationandincentivesinmobilehealthappstoimprovemedicationadherencescopingreview AT eldensarira useofgamificationandincentivesinmobilehealthappstoimprovemedicationadherencescopingreview AT carterstephen useofgamificationandincentivesinmobilehealthappstoimprovemedicationadherencescopingreview |