Evidence map›Paper›PMID 37862093›Full record

ArticleJMIR formative research2023

A Digital Gaming Intervention to Strengthen the Social Networks of Older Dutch Adults: Mixed Methods Process Evaluation of a Digitally Conducted Randomized Controlled Trial.

Jeroen Janssen, Bas Châtel, Nora Den Heijer, Rob Tieben, Menno Deen, Rense Corten, Geeske Peeters, Marcel Olde Rikkert

Open access · goldAbstract read
In one paragraph

Article in JMIR formative research, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
3.5field-weighted citation impact, top 7% 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

0 citing papers in PubMed, 4 citations in OpenAlex.

No citing paper in PubMed yet.

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.

Jeroen JanssenDepartment of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.ORCID https://orcid.org/0000-0003-3641-1517
Bas ChâtelDepartment of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.ORCID https://orcid.org/0000-0001-8778-0131
Nora Den HeijerDepartment of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.ORCID https://orcid.org/0000-0003-4313-1214
Rob TiebenGames for Health, Eindhoven, Netherlands.ORCID https://orcid.org/0000-0002-2029-6078
Menno DeenSuper Menno Monster, Utrecht, Netherlands.ORCID https://orcid.org/0000-0003-0501-5562
Rense CortenDepartment of Sociology / Interuniversity Center for Social Science Theory and Methodology, Utrecht University, Utrecht, Netherlands.ORCID https://orcid.org/0000-0001-8154-9393
Geeske PeetersDepartment of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.ORCID https://orcid.org/0000-0003-4460-7026
Marcel Olde RikkertRadboudumc Alzheimer Center, Radboud University Medical Center, Nijmegen, Netherlands.ORCID https://orcid.org/0000-0003-1397-1677
Radboud University Nijmegen · NLUtrecht University · NL

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundDigital loneliness interventions for older adults are promising, yet conclusive evidence is lacking due to a lack of randomized controlled trials (RCTs) and difficulties with recruitment. Process evaluation of performed RCTs is essential to inform future interventions. Still, it is rarely carried out, resulting in an overly optimistic view of the impact of eHealth interventions on loneliness in older adults and options to conduct such research entirely remotely.

objectiveWe describe a mixed methods process evaluation of a digitally conducted RCT assessing the effectiveness of a mobile social gaming app to facilitate meaningful social interactions in older adults.

methodsWe analyzed the questionnaire and game data of the RCT participants to evaluate recruitment and onboarding, intervention adherence, and intervention acceptability. The RCT participants were allocated either to the main group of older adults (aged 65 years or older) or the side group (aged between 18 and 64 years). The side group used networking to play with the older adults. We also conducted 6 post-RCT evaluation interviews and 1 focus group with a total of 4 RCT participants and 5 welfare organization representatives that aided in RCT recruitment.

resultsIn total, 371 people aged 18 years or older signed up for the RCT, of which 64% (238/371) were aged 65 years or older. Of the total sample, 20% (76/371) installed the app and signed informed consent, showing a large dropout during onboarding. The high number of questions was a relevant barrier for participants. Both questionnaire and gameplay adherence were low. Participants indicated that the games elicited contact and a feeling of togetherness and proposed challenging and competitive games with increasing difficulty levels. They suggested focusing on enjoying the games rather than administering questionnaires.

conclusionsConducting a remote digital trial of a social gaming intervention for older adults is a great challenge. Remote recruitment and informed consent acquisition may often not result in sufficient participation. Personal engagement with fellow participants and researchers might be essential for adherence and enjoyment. Future digital gaming interventions should start with small-scale studies with in-person contact, repeated instructions, and fewer questionnaires.

Indexed as

eHealthgerontologylonelinessmixed methodsmobile gamesqualitative researchserious games

Identifiers

PMID37862093
PMCPMC10625069
OpenAlexW4386338404

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.