Evidence map›Paper›PMID 33378780›Full record

ArticleApplied clinical informatics2020

Usability Testing of a Sensor-Controlled Digital Game to Engage Older Adults with Heart Failure in Physical Activity and Weight Monitoring.

Kavita Radhakrishnan, Christine Julien, Matthew O'Hair, Thomas Baranowski, Grace Lee, Catherine Allen, Atami Sagna, Edison Thomaz, Miyong Kim

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
8citing papers in PubMed, 1 pooled it
–field-weighted citation impact
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

8 citing papers in PubMed, 1 synthesis or guideline pooled it.

  1. Pooled it
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  7. 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 · 2022
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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

9 authors.

Kavita RadhakrishnanSchool of Nursing, The University of Texas, Austin, Texas, United States.
Christine JulienDepartment of Electrical and Computer Engineering, Cockrell School of Engineering, The University of Texas, Austin, Texas, United States.
Matthew O'HairOwner and Game Developer, Good Life Games, Inc., Austin, Texas, United States.
Thomas BaranowskiDistinguished Emeritus Professor Pediatrics, Baylor College of Medicine, Houston, Texas, United States.
Grace LeeDepartment of Electrical and Computer Engineering, Cockrell School of Engineering, The University of Texas, Austin, Texas, United States.
Catherine AllenSchool of Nursing, The University of Texas, Austin, Texas, United States.
Atami SagnaSchool of Nursing, The University of Texas, Austin, Texas, United States.
Edison ThomazDepartment of Electrical and Computer Engineering, Cockrell School of Engineering, The University of Texas, Austin, Texas, United States.
Miyong KimSchool of Nursing, The University of Texas, Austin, Texas, United States.

Funding

Pilot & Feasibility CoreP30NR015335 · NINR · UNIVERSITY OF TEXAS AT AUSTIN · PI KIM, MIYONG T · 2014 to 2018
$2.3M
A pilot sensor-controlled digital gaming intervention with real-time behavior tracking to motivate self-management behaviors in older adults with heart failureR21NR018229 · NINR · UNIVERSITY OF TEXAS AT AUSTIN · PI RADHAKRISHNAN, KAVITA · 2018 to 2019
$428k
NINR NIH HHS P30 NR015335NINR NIH HHS R21 NR018229
6 · The paper itself

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.

Indexed as

Heart FailureAgedExerciseFemaleHumansMaleUser-Centered DesignUser-Computer InterfaceVideo Games

Identifiers

PMID33378780
PMCPMC7773503

What OpenQuestion holds

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Registered trials

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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.