Evidence map›Paper›PMID 32673235›Full record

ArticleJMIR mHealth and uHealth2020

The Effects of Gamification and Oral Self-Care on Oral Hygiene in Children: Systematic Search in App Stores and Evaluation of Apps.

Nino Fijačko, Lucija Gosak, Leona Cilar, Alenka Novšak, Ruth Masterson Creber, Pavel Skok, Gregor Štiglic

Open access · goldAbstract read
In one paragraph

Article in JMIR mHealth and uHealth, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 30 papers, 3 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
30citing papers in PubMed, 3 pooled it
9.7field-weighted citation impact, top 2% 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.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

30 citing papers in PubMed, 3 syntheses or guidelines pooled it, 58 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

7 authors at 2 institutions in 2 countries.

Nino Fijačko *Faculty of Health Sciences, University of Maribor, Maribor, Slovenia.ORCID 0000-0003-2722-0049
Lucija Gosak *Faculty of Health Sciences, University of Maribor, Maribor, Slovenia.ORCID 0000-0002-8742-6594
Leona Cilar *Faculty of Health Sciences, University of Maribor, Maribor, Slovenia.ORCID 0000-0002-6842-7751
Alenka Novšak *Dr. Novsak storitve d.o.o., Ljubljana, Slovenia.ORCID 0000-0002-6011-3774
Ruth Masterson Creber *Healthcare Policy and Research, Division of Health Informatics, Weill Cornell Medicine, New York, NY, United States.ORCID 0000-0002-4238-9902
Pavel Skok *Medical Faculty, University of Maribor, Maribor, Slovenia.ORCID 0000-0003-2891-0295
Gregor Štiglic *Faculty of Health Sciences, University of Maribor, Maribor, Slovenia.ORCID 0000-0002-0183-8679
University of Maribor · SICornell University · US

Funding

Should we return patient reported outcomes to human subjects participants?-exploring ethical obligationsR00NR016275 · NINR · WEILL MEDICAL COLL OF CORNELL UNIV · PI MASTERSON CREBER, RUTH MARIE · 2018 to 2020
$896k
NINR NIH HHS R00 NR016275
6 · The paper itself

Abstract

backgroundPoor oral hygiene is a great public health problem worldwide. Oral health care education is a public health priority as the maintenance of oral hygiene is integral to overall health. Maintaining optimal oral hygiene among children is challenging and can be supported by using relevant motivational approaches.

objectiveThe primary aim of this study was to identify mobile smartphone apps that include gamification features focused on motivating children to learn, perform, and maintain optimal oral hygiene.

methodsWe searched six online app stores using four search terms ("oral hygiene game," "oral hygiene gamification," "oral hygiene brush game," and "oral hygiene brush gamification"). We identified gamification features, identified whether apps were consistent with evidence-based dentistry, performed a quality appraisal with the Mobile App Rating Scale user version (uMARS), and quantified behavior scores (Behavior Change score, uMARS score, and Coventry, Aberdeen, and London-Refined [CALO-RE] score) using three different instruments that measure behavior change.

resultsOf 612 potentially relevant apps included in the analysis, 17 met the inclusion criteria. On average, apps included 6.87 (SD 4.18) out of 31 possible gamification features. The most frequently used gamification features were time pressure (16/17, 94%), virtual characters (14/17, 82%), and fantasy (13/17, 76%). The most common oral hygiene evidence-based recommendation was brushing time (2-3 minutes), which was identified in 94% (16/17) of apps. The overall mean uMARS score for app quality was high (4.30, SD 0.36), with good mean subjective quality (3.79, SD 0.71) and perceived impact (3.58, SD 0.44). Sufficient behavior change techniques based on three taxonomies were detected in each app.

conclusionsThe majority of the analyzed oral hygiene apps included gamification features and behavior change techniques to perform and maintain oral hygiene in children. Overall, the apps contained some educational content consistent with evidence-based dentistry and high-quality background for oral self-care in children; however, there is scope for improvement.

Indexed as

Mobile ApplicationsOral HygieneSelf CareVideo GamesChildHumansbehavior change techniqueevidence-based dentistrygamificationMobile Application Rating Scale user versionmobile healthmobile storeoral health care

Identifiers

PMID32673235
PMCPMC7381071
OpenAlexW3013304211

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

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.