Perspectives on the Gamification of an Interactive Health Technology for Postoperative Rehabilitation of Pediatric Anterior Cruciate Ligament Reconstruction: User-Centered Design Approach

被引:4
|
作者
McClincy, Michael [1 ]
Seabol, Liliana G. [2 ]
Riffitts, Michelle [3 ]
Ruh, Ethan [4 ]
Novak, Natalie E. [4 ]
Wasilko, Rachel [5 ]
Hamm, Megan E. [5 ]
Bell, Kevin M. [3 ,4 ]
机构
[1] Univ Pittsburgh, Dept Orthopaed Surg, Med Ctr, 4401 Penn Ave, Pittsburgh, PA 15224 USA
[2] Univ Pittsburgh, Sch Med, Pittsburgh, PA 15224 USA
[3] Univ Pittsburgh, Dept Bioengn, Pittsburgh, PA 15224 USA
[4] Univ Pittsburgh, Dept Orthopaed Surg, Pittsburgh, PA 15224 USA
[5] Univ Pittsburgh, Ctr Res Healthcare Data, Pittsburgh, PA 15224 USA
来源
JMIR SERIOUS GAMES | 2021年 / 9卷 / 03期
关键词
IHT; pediatric; sports medicine; ACL; orthopaedics; rehabilitation; health technology; gamification; LOW-BACK-PAIN; OLDER-ADULTS; RETURN; OSTEOARTHRITIS; INJURY; KNEE;
D O I
10.2196/27195
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: Pediatric and adolescent athletes are a large demographic undergoing anterior cruciate ligament reconstruction (ACL-R). Postoperative rehabilitation is critical, requiring patients to complete home exercise programs (HEPs). To address obstacles to HEP adherence, we developed an interactive health technology, interACTION (iA), to monitor knee-specific rehabilitation. iA is a web-based platform that incorporates wearable motion sensors and a mobile app that provides feedback and allows remote monitoring. The Wheel of Sukr is a gamification mechanism that includes numerous behavioral elements. Objective: This study aims to use a user-centered design process to incorporate behavioral change strategies derived from self-management theory into iA using the Wheel of Sukr, with the aim of influencing patient behavior. Methods: In total, 10 athletes aged 10-18 years with a history of ACL-R were included in this study. Patients were between 4 weeks and 1 year post-ACL-R. Participants underwent a 60-minute triphasic interview. Phase 1 focused on elements of gaming that led to high participation and information regarding surgery and recovery. In phase 2, participants were asked to think aloud and rank cards representing the components of the Wheel of Sukr in order of interest. In phase 3, the patients reviewed the current version of iA. Interviews were recorded, transcribed, and checked for accuracy. Qualitative content analysis segmented the data and tagged meaningful codes until descriptive redundancy was achieved; next, 2 coders independently coded the data set. These elements were categorized according to the Wheel of Sukr framework. The mean age of participants was 12.8 (SD 1.32) years, and 70% (7/10) were female. Most participants (7/10, 70%) reported attending sessions twice weekly. All patients were prescribed home exercises. Self-reported HEP compliance was 75%-100% in 40% (4/10), 50%-75% in 40% (4/10), and 25%-50% of prescribed exercises in 20% (2/10) of the participants. Results: The participants responded positively to an app that could track home exercises. Desirable features included exercise demonstrations, motivational components, and convenience. The participants listed sports specificity, competition, notifications, reminders, rewards, and social aspects of gameplay as features to incorporate. In the Wheel of Sukr card sort exercise, motivation was ranked first; self-management, second; and growth, esteem, and fun tied for the third position. The recommended gameplay components closely followed the themes from the Wheel of Sukr card sort activity. Conclusions: The participants believe iA is a helpful addition to recovery and want the app to include exercise movement tracking and encouragement. Despite the small number of participants, thematic saturation was reached, suggesting the sample was sufficient to obtain a representative range of perspectives. Future work will implement motivation; self-management; and growth, confidence, and fun in the iA user experience. Young athlete ACL-R patients will complete typical clinical scenarios using increasingly developed prototypes of the gamified iA in a controlled setting.
引用
收藏
页数:14
相关论文
共 41 条
  • [12] Current perspectives of Australian therapists on rehabilitation and return to sport after anterior cruciate ligament reconstruction: A survey
    Ebert, Jay R.
    Webster, Kate E.
    Edwards, Peter K.
    Joss, Brendan K.
    D'Alessandro, Peter
    Janes, Greg
    Annear, Peter
    PHYSICAL THERAPY IN SPORT, 2019, 35 : 139 - 145
  • [13] BetterEyes: The Desirable and Convenient Way of Eye Care Based on a User-centered Design Approach with Gamification
    Wakan, Muhammad Fariz Luthfan
    Niwanputri, Ginar Santika
    PROCEEDINGS OF 2021 INTERNATIONAL CONFERENCE ON DATA AND SOFTWARE ENGINEERING (ICODSE): DATA AND SOFTWARE ENGINEERING FOR SUPPORTING SUSTAINABLE DEVELOPMENT GOALS, 2021,
  • [14] A review and user's guide to measurement of rehabilitation adherence following anterior cruciate ligament reconstruction
    Shaw, T
    Williams, MT
    Chipchase, LS
    PHYSICAL THERAPY IN SPORT, 2005, 6 (01) : 45 - 51
  • [15] Current perspectives of New Zealand physiotherapists on rehabilitation and return to sport following anterior cruciate ligament reconstruction: A survey
    Fausett, Wayne A.
    Reid, Duncan A.
    Larmer, Peter J.
    PHYSICAL THERAPY IN SPORT, 2022, 53 : 166 - 172
  • [16] Identifying Potential Gamification Elements for A New Chatbot for Families With Neurodevelopmental Disorders: User-Centered Design Approach
    Bui, Truong An
    Pohl, Megan
    Rosenfelt, Cory
    Ogourtsova, Tatiana
    Yousef, Mahdieh
    Whitlock, Kerri
    Majnemer, Annette
    Nicholas, David
    Epp, Carrie Demmans
    Zaiane, Osmar
    Bolduc, Francois, V
    JMIR HUMAN FACTORS, 2022, 9 (03):
  • [17] Quadriceps tendon autograft for pediatric anterior cruciate ligament reconstruction results in promising postoperative function and rates of return to sports: A systematic review
    Zakharia, Alexander
    Lameire, Darius L.
    Abdel Khalik, Hassaan
    Kay, Jeffrey
    Uddandam, Abhilash
    Nagai, Kanto
    Hoshino, Yuichi
    de Sa, Darren
    KNEE SURGERY SPORTS TRAUMATOLOGY ARTHROSCOPY, 2022, 30 (11) : 3659 - 3672
  • [18] Current Perspectives of the Australian Knee Society on Rehabilitation and Return to Sport After Anterior Cruciate Ligament Reconstruction
    Ebert, Jay R.
    Webster, Kate E.
    Edwards, Peter K.
    Joss, Brendan K.
    D'Alessandro, Peter
    Janes, Greg
    Annear, Peter
    JOURNAL OF SPORT REHABILITATION, 2020, 29 (07) : 970 - 975
  • [19] BMT Roadmap: A User-Centered Design Health Information Technology Tool to Promote Patient-Centered Care in Pediatric Hematopoietic Cell Transplantation
    Runaas, Lyndsey
    Hanauer, David
    Maher, Molly
    Bischoff, Evan
    Fauer, Alex
    Hoang, Tiffany
    Munaco, Anna
    Sankaran, Roshun
    Gupta, Rahael
    Seyedsalehi, Sajjad
    Cohn, Amy
    An, Larry
    Tewari, Muneesh
    Choi, Sung Won
    BIOLOGY OF BLOOD AND MARROW TRANSPLANTATION, 2017, 23 (05) : 813 - 819
  • [20] Examination of Corticospinal and Spinal Reflexive Excitability During the Course of Postoperative Rehabilitation After Anterior Cruciate Ligament Reconstruction
    Zarzycki, Ryan
    Morton, Susanne M.
    Charalambous, Charalambos C.
    Pietrosimone, Brian
    Williams, Glenn N.
    Snyder-Mackler, Lynn
    JOURNAL OF ORTHOPAEDIC & SPORTS PHYSICAL THERAPY, 2020, 50 (09) : 516 - +