A Gamified Real-time Video Observed Therapies (GRVOTS) Mobile App via the Modified Nominal Group Technique: Development and Validation Study

被引:4
作者
Abas, Siti Aishah [1 ]
Ismail, Nurhuda [1 ,8 ]
Zakaria, Yuslina [2 ]
Ismail, Ismassabah [3 ]
Zain, Nurul Hidayah Mat [4 ]
Yasin, Siti Munira [1 ]
Ibrahim, Khalid [1 ]
Razali, Asmah [5 ]
Yusoff, Mas Ahmad Sherzkawee Mohd [6 ]
Ahmad, Norliza [7 ]
Chinnayah, Thilaka [5 ]
机构
[1] Univ Teknol MARA Sungai Buloh Campus, Fac Med, Dept Publ Hlth Med, Sungai Buloh, Malaysia
[2] Univ Teknol MARA Puncak Alam Campus, Fac Pharm, Dept Pharmacol, Puncak Alam, Malaysia
[3] Univ Teknol MARA Cawangan Selangor, Ctr Fdn Studies, Kampus Dengkil, Dengkil, Malaysia
[4] Univ Teknol MARA Cawangan Melaka, Fac Comp & Math Sci, Kampus Jasin, Jasin, Malaysia
[5] Minist Hlth, Dis Control Div, TB Leprosy Control Sect, Putrajaya, Malaysia
[6] Selangor State Hlth Dept, TB Leprosy Dis Unit, Shah Alam, Malaysia
[7] Negeri Sembilan State Hlth Dept, TB Leprosy Dis Unit, Seremban, Malaysia
[8] Univ Teknol MARA Sungai Buloh Campus, Fac Med, Dept Publ Hlth Med, Sungai Buloh 47000, Malaysia
来源
JMIR SERIOUS GAMES | 2023年 / 11卷
关键词
video directly observed therapy; VDOT; mobile health; mHealth; tuberculosis; medication adherence; directly observed therapy; video-observed therapy; mobile app; mobile health app; gamification; TUBERCULOSIS TREATMENT; VIRTUAL-REALITY; MANAGEMENT; MALAYSIA;
D O I
10.2196/43047
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: The success rate of tuberculosis (TB) treatment in Malaysia remains below the recommended World Health Organization target of 90% despite the implementation of directly observed therapy, short-course, a physical drug monitoring system, since 1994. With increasing numbers of patients with TB in Malaysia defaulting on treatment, exploring another method to improve TB treatment adherence is vital. The use of gamification and real-time elements via video-observed therapies in mobile apps is one such method expected to induce motivation toward TB treatment adherence.Objective: This study aimed to document the process of designing, developing, and validating the gamification, motivation, and real-time elements in the Gamified Real-time Video Observed Therapies (GRVOTS) mobile app.Methods: The modified nominal group technique via a panel of 11 experts was used to validate the presence of the gamification and motivation elements inside the app, which were assessed based on the percentage of agreement among the experts.Results: The GRVOTS mobile app, which can be used by patients, supervisors, and administrators, was successfully developed. For validation purposes, the gamification and motivation features of the app were validated as they achieved a total mean percentage of agreement of 97.95% (SD 2.51%), which was significantly higher than the minimum agreement score of 70% (P<.001). Further, each component of gamification, motivation, and technology was also rated at 70% or more. Among the gamification elements, fun received the lowest scores, possibly because the nature of serious games does not prioritize the fun element and because the perception of fun varies by personality. The least popular element in motivation was relatedness, as stigma and discrimination hinder interaction features, such as leaderboards and chats, in the mobile app.Conclusions: It has been validated that the GRVOTS mobile app contains gamification and motivation elements, which are intended to encourage medication adherence to TB treatment.
引用
收藏
页数:13
相关论文
共 45 条
  • [1] AlMarshedi A, 2016, JMIR SERIOUS GAMES, V4, DOI [10.2196/games.7472, 10.2196/games.5943]
  • [2] The Wheel of Sukr: A Framework for Gamifying Diabetes Self-Management in Saudi Arabia
    AlMarshedi, Alaa
    Wills, Gary B.
    Ranchhod, Ashok
    [J]. 6TH INTERNATIONAL CONFERENCE ON EMERGING UBIQUITOUS SYSTEMS AND PERVASIVE NETWORKS (EUSPN 2015)/THE 5TH INTERNATIONAL CONFERENCE ON CURRENT AND FUTURE TRENDS OF INFORMATION AND COMMUNICATION TECHNOLOGIES IN HEALTHCARE (ICTH-2015), 2015, 63 : 475 - 480
  • [3] The effect of gamification on motivation and engagement
    Alsawaier, Raed S.
    [J]. INTERNATIONAL JOURNAL OF INFORMATION AND LEARNING TECHNOLOGY, 2018, 35 (01) : 56 - 79
  • [4] Mobile Health Apps to Facilitate Self-Care: A Qualitative Study of User Experiences
    Anderson, Kevin
    Burford, Oksana
    Emmerton, Lynne
    [J]. PLOS ONE, 2016, 11 (05):
  • [5] [Anonymous], 2020, GLOBAL TUBERCULOSIS
  • [6] [Anonymous], NUMB SMARTPH US MAL
  • [7] [Anonymous], 2017, HDB US DIG TECHN SUP
  • [8] [Anonymous], 2016, NAT STRAT PLAN TUB C
  • [9] Cost of Tuberculosis Therapy Directly Observed on Video For Health Departments and Patients in New York City; San Francisco, California; and Rhode Island (2017-2018)
    Asay, Garrett R. Beeler
    Lam, Chee Kin
    Stewart, Brock
    Mangan, Joan M.
    Romo, Laura
    Marks, Suzanne M.
    Morris, Sapna Bamrah
    Gummo, Caroline L.
    Keh, Chris E.
    Hill, Andrew N.
    Thomas, Anila
    Macaraig, Michelle
    St John, Kristen
    Ampie, Teresita J.
    Chuck, Christine
    Burzynski, Joseph
    [J]. AMERICAN JOURNAL OF PUBLIC HEALTH, 2020, 110 (11) : 1696 - 1703
  • [10] Cantrill J.A., 1996, INT J PHARM PRACT, V4, P67, DOI DOI 10.1111/J.2042-7174.1996.TB00844.X