Evidence map›Paper›PMID 31573904›Full record

ArticleJMIR serious games2019

Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study.

Riin Tark, Mait Metelitsa, Kirsti Akkermann, Kadri Saks, Sirje Mikkel, Kadri Haljas

Registry-linked trialOpen access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2019. The graph could read no effect estimate from its abstract, so it casts no vote on the map. It is linked to trial NCT05633823 (The Effect of Mobile Application Game Training Designed for Children With Asthma on Asthma Management), which is not on this map. Cited by 23 papers, 4 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
23citing papers in PubMed, 4 pooled it
8.1field-weighted citation impact, top 3% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

NCT05633823 nacompletednot on this mapstarted 2023, after this paper: background citation

The Effect of Mobile Application Game Training Designed for Children With Asthma on Asthma Management

TypeinterventionalSponsorTarsus UniversityRan2023 to 2023Enrolled74ConditionsAsthma in Children, Life Style, Quality of LifeArmsMobile Application Game Training
3 · Its place in the literature

Who cites it

23 citing papers in PubMed, 4 syntheses or guidelines pooled it, 48 citations in OpenAlex.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 3 institutions in 1 country.

Riin TarkInstitute of Psychology, University of Tartu, Tartu, Estonia.ORCID https://orcid.org/0000-0003-4500-0701
Mait MetelitsaInstitute of Psychology, University of Tartu, Tartu, Estonia.ORCID https://orcid.org/0000-0003-4319-5533
Kirsti AkkermannInstitute of Psychology, University of Tartu, Tartu, Estonia.ORCID https://orcid.org/0000-0003-1402-8365
Kadri SaksDepartment of Oncology and Hematology, Clinic of Pediatrics, Tallinn Children's Hospital, Tallinn, Estonia.ORCID https://orcid.org/0000-0002-1632-8727
Sirje MikkelDepartment of Hematology and Bone Marrow Transplantation, Clinic of Hematology and Oncology, Tartu University Hospital, Tartu, Estonia.ORCID https://orcid.org/0000-0001-8603-3644
Kadri HaljasTriumf Research OU, Tartu, Estonia.ORCID https://orcid.org/0000-0001-8725-1424
University of Tartu · EETallinn Health Care College · EETartu University Hospital · EE

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundMental disorders are notably prevalent in children with chronic illnesses, whereas a lack of access to psychological support might lead to potential mental health problems or disruptions in treatment. Digitally delivered psychological interventions have shown promising results as a supportive treatment measure for improving health outcomes during chronic illness.

objectiveThis study aimed to evaluate the usability, acceptability, and feasibility of providing psychological and treatment support in a clinical setting via a mobile game environment. In addition, the study aimed to evaluate the preliminary effectiveness of the mobile health game.

methodsPatients aged 7 to 14 years with less than a year from their diagnosis were eligible to participate in the study. In total, 15 patients were invited to participate by their doctor. A total of 9 patients (age range: 7-12 years; mean age 9.1 years) completed the 60-day-long study in which the Triumf mobile health game was delivered as a digital intervention. In an engaging game environment, patients were offered psychological and treatment support, cognitive challenges, and disease-specific information. The fully digital intervention was followed by a qualitative interview conducted by a trained psychologist. The results of the interview were analyzed in conjunction with patient specific in-game qualitative data. Ethical approval was obtained to conduct the study.

resultsPatients positively perceived the game, resulting in high usability and acceptability evaluations. Participants unanimously described the game as easy to use and engaging in terms of gamified activities, while also providing beneficial and trustworthy information. Furthermore, the overall positive evaluation was emphasized by an observed tendency to carry on gaming post study culmination (67%, 10/15). Psychological support and mini games were the most often used components of the game, simultaneously the participants also highlighted the education module as one of the most preferred. On average, the patients sought and received psychological support or education on 66.6 occasions during the 60-day intervention. Participants spent the most time collecting items from the city environment (on average 15.6 days, SD 8.1), indicative of exploratory behavior, based on the quantitative in-game collected data. During the intervention period, we observed a statistically significant decrease in general health problems (P=.003) and saw a trend toward a decrease in depression and anxiety symptoms.

conclusionsThis study demonstrated that a game environment could be a promising medium for delivering comprehensive supportive care to pediatric patients with cancer alongside standard treatment, with potential application across a variety of chronic conditions. Importantly, the results indicate that the study protocol was feasible with modifications to randomized controlled trials, and the game could be considered applicable in a clinical context. By giving an empirical evaluation of delivering psychological support via the game environment, our work stands to inform future mobile health interventions.

Indexed as

cancerchronic illnesscoping skillsmental healthmHealthmobile apppediatricspsychological feedbackpsychological stress

Identifiers

PMID31573904
PMCPMC6792029
OpenAlexW2978737164

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.