ArticleApplied clinical informatics2020
Usability Testing of a Sensor-Controlled Digital Game to Engage Older Adults with Heart Failure in Physical Activity and Weight Monitoring.
Article in Applied clinical informatics, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 8 papers, 1 of them a synthesis 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.
Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.
Who cites it
8 citing papers in PubMed, 1 synthesis or guideline pooled it.
- Effects of Exergaming in Patients with Cardiovascular Disease Compared to Conventional Cardiac Rehabilitation: A Systematic Review and Meta-Analysis.International journal of environmental research and public health · 2022Pooled it
- Usability and Acceptability Evaluation of a Digital Health Physical Activity Intervention among Older Family Caregivers of Patients with Heart Failure.Applied clinical informatics · 2026Article
- Technology-Assisted Physical Activity Interventions for Older People in Their Home-Based Environment: Scoping Review.JMIR aging · 2025Article
- Wearable Devices for Supporting Chronic Disease Self-Management: Scoping Review.Interactive journal of medical research · 2024Article
- Sensor-Controlled Digital Game for Heart Failure Self-management: Protocol for a Randomized Controlled Trial.JMIR research protocols · 2023Article
- Digital Technologies for Health Promotion and Disease Prevention in Older People: Scoping Review.Journal of medical Internet research · 2023Article
- A Sensor-Controlled Digital Game for Heart Failure Self-Care Based on Behavioral Change Frameworks.SeGAH ... IEEE ... International Conference on Serious Games and Applications for Health : book of proceedings. IEEE International Conference on Serious Games and Applications for Health · 2022Article
- Feasibility of a Sensor-Controlled Digital Game for Heart Failure Self-management: Randomized Controlled Trial.JMIR serious games · 2021Article
Corrections and comments
PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.
Authors and funding
9 authors.
Funding
Abstract
backgroundPoor self-management of heart failure (HF) has contributed to poor health outcomes. Sensor-controlled digital games (SCDGs) integrates data from behavior-tracking sensors to trigger progress, rewards, content, and positive feedback in a digital game to motivate real-time behaviors.
objectivesTo assess the usability of an SCDG prototype over a week of game-playing among 10 older adults with HF in their homes.
methodsDuring initial play, participants' SCDG experiences were observed in their homes using a checklist based on the seven-item Serious Game User Evaluator (SeGUE) instrument. After a week of game-playing, participants completed a survey guided by the Intrinsic Motivation Inventory, to provide their perceptions of the SCDG's usability. Qualitative analysis via semistructured interview-derived themes on experiences playing the SCDG, perceptions regarding engaging with the SCDG, and any usability issues encountered.
resultsTen HF participants (50% women and 50% White) played the SCDG for an average of 6 out of 7 days. Nine found the SCDG to be interesting, satisfying, and easy to play. The average step count over a week was 4,117 steps (range: 967-9,892). Average adherence with weight monitoring was 5.9 days in a week. Qualitative analysis yielded outcomes regarding attitudes toward SCDG, and barriers and facilitators that influenced participants' engagement with the SCDG.
conclusionTo the best of the authors' knowledge, this usability and feasibility study is the first to report an SCDG designed to improve HF self-management behaviors of older adults in their homes. Future research should consider several issues, such as user profiles, prior game-playing experiences, and network conditions most suitable for connected health interventions for older adults living in the community.
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Registered trials
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