ArticleJMIR serious games2019
Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study.
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.
What it found
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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.
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.
The Effect of Mobile Application Game Training Designed for Children With Asthma on Asthma Management
Who cites it
23 citing papers in PubMed, 4 syntheses or guidelines pooled it, 48 citations in OpenAlex.
- Gamified Health Promotion in Schools: The Integration of Neuropsychological Aspects and CBT-A Systematic Review.Medicina (Kaunas, Lithuania) · 2024Pooled it
- Acceptability of Tele-mental Health Services Among Users: A Systematic Review and Meta-analysis.BMC public health · 2024Pooled it
- Winning The Game Against Depression: A Systematic Review of Video Games for the Treatment of Depressive Disorders.Current psychiatry reports · 2022Pooled it
- Conceptual Ambiguity Surrounding Gamification and Serious Games in Health Care: Literature Review and Development of Game-Based Intervention Reporting Guidelines (GAMING).Journal of medical Internet research · 2021Pooled it
- Observational
- Gamification-Based Interventions for Treatment Adherence and Self-Management in Pediatric Chronic Diseases: A Scoping Review with Implications for Thalassemia.Journal of multidisciplinary healthcare · 2026Review
- Exploring the Usability and Acceptability of the FoodMATS-Youth App for Monitoring Food Marketing Exposures: Mixed Methods Study.JMIR formative research · 2025Article
- Feasibility of mHealth Strategies to Promote Use of Wrist-Worn Alcohol Biosensors Among Young Adults With HIV: Protocol for the Engage Microrandomized Trial.JMIR research protocols · 2025Article
- Development, feasibility and usability of an app for the correct nutrition of children and adolescents with acute lymphoblastic leukemia.Frontiers in oncology · 2025Article
- Children and young people's preferences and needs when using health technology to self-manage a long-term condition: a scoping review.Archives of disease in childhood · 2024Article
- Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review.JMIR serious games · 2024Article
- Promoting Physical and Mental Health among Children and Adolescents via Gamification-A Conceptual Systematic Review.Behavioral sciences (Basel, Switzerland) · 2024Review
- Smartphone-based serious games for mental health: a scoping review.Multimedia tools and applications · 2024Article
- Research Review: The internalizing paradox - youth anxiety and depression symptoms, psychotherapy outcomes, and implications for research and practice.Journal of child psychology and psychiatry, and allied disciplines · 2023Review
- Review
- Online Support and Intervention for Child Anxiety (OSI): Development and Usability Testing.JMIR formative research · 2022Article
- A gamified mobile health intervention for children in day surgery care: Protocol for a randomized controlled trial.Nursing open · 2022Article
- Review and Evaluation of mHealth Apps in Solid Organ Transplantation: Past, Present, and Future.Transplantation direct · 2022Review
- A scoping review of interactive and personalized web-based clinical tools to support treatment decision making in breast cancer.Breast (Edinburgh, Scotland) · 2022Article
- Mental Health and Wellbeing at Schools: Health Promotion in Primary Schools with the Use of Digital Methods.Children (Basel, Switzerland) · 2021Review
Corrections and comments
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Authors and funding
6 authors at 3 institutions in 1 country.
Funding
No grant is acknowledged in the PubMed record.
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.
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