Evidence map›Paper›PMID 34448715›Full record

ArticleJMIR serious games2021

Perspectives on the Gamification of an Interactive Health Technology for Postoperative Rehabilitation of Pediatric Anterior Cruciate Ligament Reconstruction: User-Centered Design Approach.

Michael McClincy, Liliana G Seabol, Michelle Riffitts, Ethan Ruh, Natalie E Novak, Rachel Wasilko, Megan E Hamm, Kevin M Bell

Open access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2021. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 7 papers.

0numbers the graph read from it
0cells of the map it votes in
7citing papers in PubMed
1.0field-weighted citation impact, top 23% 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

7 citing papers in PubMed, 13 citations in OpenAlex.

  1. Review
  2. Article
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  5. Review
  6. Article
  7. Gamification in Musculoskeletal Rehabilitation.Current reviews in musculoskeletal medicine · 2022
    Review
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

8 authors at 2 institutions in 1 country.

Michael McClincyDepartment of Orthopaedic Surgery, University of Pittsburgh Medical Center, Pittsburgh, PA, United States.ORCID https://orcid.org/0000-0002-4307-3889
Liliana G SeabolUniversity of Pittsburgh School of Medicine, Pittsburgh, PA, United States.ORCID https://orcid.org/0000-0003-4450-6735
Michelle RiffittsDepartment of Bioengineering, University of Pittsburgh, Pittsburgh, PA, United States.ORCID https://orcid.org/0000-0003-0921-9650
Ethan RuhDepartment of Orthopaedic Surgery, University of Pittsburgh, Pittsburgh, PA, United States.ORCID https://orcid.org/0000-0002-7418-3896
Natalie E NovakDepartment of Orthopaedic Surgery, University of Pittsburgh, Pittsburgh, PA, United States.ORCID https://orcid.org/0000-0002-4887-8352
Rachel WasilkoCenter for Research on Healthcare Data, University of Pittsburgh, Pittsburgh, PA, United States.ORCID https://orcid.org/0000-0001-7934-7776
Megan E HammCenter for Research on Healthcare Data, University of Pittsburgh, Pittsburgh, PA, United States.ORCID https://orcid.org/0000-0002-7842-5290
Kevin M BellDepartment of Bioengineering, University of Pittsburgh, Pittsburgh, PA, United States.ORCID https://orcid.org/0000-0003-2099-413X
University of Pittsburgh · USUniversity of Pittsburgh Medical Center · US

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundPediatric and adolescent athletes are a large demographic undergoing anterior cruciate ligament reconstruction (ACL-R). Postoperative rehabilitation is critical, requiring patients to complete home exercise programs (HEPs). To address obstacles to HEP adherence, we developed an interactive health technology, interACTION (iA), to monitor knee-specific rehabilitation. iA is a web-based platform that incorporates wearable motion sensors and a mobile app that provides feedback and allows remote monitoring. The Wheel of Sukr is a gamification mechanism that includes numerous behavioral elements.

objectiveThis study aims to use a user-centered design process to incorporate behavioral change strategies derived from self-management theory into iA using the Wheel of Sukr, with the aim of influencing patient behavior.

methodsIn total, 10 athletes aged 10-18 years with a history of ACL-R were included in this study. Patients were between 4 weeks and 1 year post-ACL-R. Participants underwent a 60-minute triphasic interview. Phase 1 focused on elements of gaming that led to high participation and information regarding surgery and recovery. In phase 2, participants were asked to think aloud and rank cards representing the components of the Wheel of Sukr in order of interest. In phase 3, the patients reviewed the current version of iA. Interviews were recorded, transcribed, and checked for accuracy. Qualitative content analysis segmented the data and tagged meaningful codes until descriptive redundancy was achieved; next, 2 coders independently coded the data set. These elements were categorized according to the Wheel of Sukr framework. The mean age of participants was 12.8 (SD 1.32) years, and 70% (7/10) were female. Most participants (7/10, 70%) reported attending sessions twice weekly. All patients were prescribed home exercises. Self-reported HEP compliance was 75%-100% in 40% (4/10), 50%-75% in 40% (4/10), and 25%-50% of prescribed exercises in 20% (2/10) of the participants.

resultsThe participants responded positively to an app that could track home exercises. Desirable features included exercise demonstrations, motivational components, and convenience. The participants listed sports specificity, competition, notifications, reminders, rewards, and social aspects of gameplay as features to incorporate. In the Wheel of Sukr card sort exercise, motivation was ranked first; self-management, second; and growth, esteem, and fun tied for the third position. The recommended gameplay components closely followed the themes from the Wheel of Sukr card sort activity.

conclusionsThe participants believe iA is a helpful addition to recovery and want the app to include exercise movement tracking and encouragement. Despite the small number of participants, thematic saturation was reached, suggesting the sample was sufficient to obtain a representative range of perspectives. Future work will implement motivation; self-management; and growth, confidence, and fun in the iA user experience. Young athlete ACL-R patients will complete typical clinical scenarios using increasingly developed prototypes of the gamified iA in a controlled setting.

Indexed as

ACLgamificationhealth technologyIHTorthopaedicspediatricrehabilitationsports medicine

Identifiers

PMID34448715
PMCPMC8433934
OpenAlexW3195022290

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.