Interactive Digital e-Health Game for Heart Failure Self-Management: A Feasibility Study

被引:42
作者
Radhakrishnan, Kavita [1 ]
Toprac, Paul [2 ,3 ]
O'Hair, Matt [2 ]
Bias, Randolph [4 ,5 ]
Kim, Miyong T. [1 ]
Bradley, Paul [1 ]
Mackert, Michael [6 ]
机构
[1] Univ Texas Austin, Sch Nursing, 1710 Red River St, Austin, TX 78701 USA
[2] Univ Texas Austin, Simulat & Game Applicat Lab, Austin, TX 78712 USA
[3] Topcat Prod LLC, Austin, TX USA
[4] Univ Texas Austin, Lab 9, Informat eXperience Lab, Sch Informat, Austin, TX 78712 USA
[5] Usabil Team, Austin, TX USA
[6] Univ Texas Austin, Moody Sch Commun, Austin, TX 78712 USA
基金
美国国家卫生研究院;
关键词
Games; Heart failure; Self-management; CARE; KNOWLEDGE; PROGRAM; GAMIFICATION; ASSOCIATION; VIDEOGAMES; MOTIVATION; BENEFITS; OUTCOMES; DISEASE;
D O I
10.1089/g4h.2016.0038
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
Objective: To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. Materials and Methods: The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey. Next, in a pretest-post-test design, validated instrumentsthe Atlanta Heart Failure Knowledge Test and the Self Care for Heart Failure Indexwere used to measure improvement in HF self-management knowledge and behaviors related to HF self-maintenance, self-management, and self-efficacy, respectively. A postgame survey assessed participants' perceptions of the game. Results: During usability testing, with seven participants, 100%, 100%, and 86% found the game easy to play, enjoyable, and helpful for learning about HF, respectively. In the subsequent functionality testing, with 19 participants, 89% found the game interesting, enjoyable, and easy to play. Playing the game resulted in a significant improvement in HF self-management knowledge, a nonsignificant improvement in self-reported behaviors related to HF self-maintenance, and no difference in HF self-efficacy scores. Participants with lower education level and age preferred games to any other medium for receiving information. Conclusion: It is feasible to develop a serious digital game that community-dwelling older adults with HF find both satisfying and acceptable and that can improve their self-management knowledge.
引用
收藏
页码:366 / 374
页数:9
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