ArticleInternational journal of health policy and management2020
Gaming New Zealand's Emergency Department Target: How and Why Did It Vary Over Time and Between Organisations?
Article in International journal of health policy and management, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.
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Who cites it
7 citing papers in PubMed.
- Reimagining procedural distress as a candidate quality domain in pediatric emergency medicine.Frontiers in pediatrics · 2026Article
- Impact of the 24-hour time target policy for emergency departments in South Korea: a mixed method study in a single medical center.BMC health services research · 2022Observational
- Incentivizing performance in health care: a rapid review, typology and qualitative study of unintended consequences.BMC health services research · 2022Review
- If Gaming is the Problem, Is "Complexity Thinking" the Answer? A Response to the Recent Commentaries.International journal of health policy and management · 2021Article
- Improve the Design and Implementation of Metrics From the Perspective of Complexity Science Comment on "Gaming New Zealand's Emergency Department Target: How and Why Did It Vary Over Time and Between Organisations?"International journal of health policy and management · 2021Article
- Beyond Targets: Measuring Better and Rebuilding Trust Comment on "Gaming New Zealand's Emergency Department Target: How and Why Did It Vary Over Time and Between Organisations?"International journal of health policy and management · 2021Article
- Games People Play: Lessons on Performance Measure Gaming from New Zealand Comment on "Gaming New Zealand's Emergency Department Target: How and Why Did It Vary Over Time and Between Organisations?"International journal of health policy and management · 2021Article
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5 authors.
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No grant is acknowledged in the PubMed record.
Abstract
backgroundGaming is a potentially dysfunctional consequence of performance measurement and management systems in the health sector and more generally. In 2009, the New Zealand government initiated a Shorter Stays in Emergency Department (SSED) target in which 95% of patients would be admitted, discharged or transferred from an emergency department (ED) within 6 hours. The implementation of similar targets in England led to well-documented practices of gaming. Our research into ED target implementation sought to answer how and why gaming varies over time and between organisations.
methodsWe developed a mixed-methods approach. Four organisation case study sites were selected. ED lengths of stay (ED LOS) were collected over a 6-year period (2007-2012) from all sites and indicators of target gaming were developed. Two rounds of surveys with managers and clinicians were conducted. Interviews (n=68) were conducted with clinicians and managers in EDs and the wider hospital in two phases across all sites. The interview data was used to develop explanations of the patterns of variation across time and across sites detected in the ED LOS data.
resultsOur research established that gaming behaviour - in the form of 'clock-stopping' and decanting patients to short-stay units (SSUs) or observation beds to avoid target breaches - was common across all 4 case study sites. The opportunity to game was due to the absence of independent verification of ED LOS data. Gaming increased significantly over time (2009-2012) as the means to game became more available, usually through the addition or expansion of short-stay facilities attached to EDs. Gaming varied between sites, but those with the highest levels of gaming differed substantially in terms of organisational dynamics and motives. In each case, however, high levels of gaming could be attributed to the strategies of senior management more than to the individual motivations of frontline staff.
conclusionGaming of New Zealand's ED target increased after the real benefits (in terms of process improvement) of the target were achieved. Gaming of ED targets could be minimised by eliminating opportunities to game through independent verification, or by monitoring and limiting the means and motivations to game.
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