Evidence map›Paper›PMID 38743461›Full record

ArticleJMIR mHealth and uHealth2024

Understanding Patient Perspectives on the Use of Gamification and Incentives in mHealth Apps to Improve Medication Adherence: Qualitative Study.

Steven Tran, Lorraine Smith, Stephen Carter

Abstract read
In one paragraph

Article in JMIR mHealth and uHealth, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 4 papers.

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0cells of the map it votes in
4citing papers in PubMed
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1 · What the graph read from it

What it found

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2 · The registry

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3 · Its place in the literature

Who cites it

4 citing papers in PubMed.

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4 · The record

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5 · Who and what money

Authors and funding

3 authors.

Steven TranSchool of Pharmacy, Faculty of Medicine and Health, University of Sydney, Camperdown, Australia.ORCID 0000-0001-5171-0334
Lorraine SmithSchool of Pharmacy, Faculty of Medicine and Health, University of Sydney, Camperdown, Australia.ORCID 0000-0002-3499-1514
Stephen CarterSchool of Pharmacy, Faculty of Medicine and Health, University of Sydney, Camperdown, Australia.ORCID 0000-0002-4670-0884

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundMedication nonadherence remains a significant health and economic burden in many high-income countries. Emerging smartphone interventions have started to use features such as gamification and financial incentives with varying degrees of effectiveness on medication adherence and health outcomes. A more consistent approach to applying these features, informed by patient perspectives, may result in more predictable and beneficial results from this type of intervention.

objectiveThis qualitative study aims to identify patient perspectives on the use of gamification and financial incentives in mobile health (mHealth) apps for medication adherence in Australian patients taking medication for chronic conditions.

methodsA total of 19 participants were included in iterative semistructured web-based focus groups conducted between May and December 2022. The facilitator used exploratory prompts relating to mHealth apps, gamification, and financial incentives, along with concepts raised from previous focus groups. Transcriptions were independently coded to develop a set of themes.

resultsThree themes were identified: purpose-driven design, trust-based standards, and personal choice. All participants acknowledged gamification and financial incentives as potentially effective features in mHealth apps for medication adherence. However, they also indicated that the effectiveness heavily depended on implementation and execution. Major concerns relating to gamification and financial incentives were perceived trivialization and potential for medication abuse, respectively.

conclusionsThe study's findings provide a foundation for developers seeking to apply these novel features in an app intervention for a general cohort of patients. However, the study highlights the need for standards for mHealth apps for medication adherence, with particular attention to the use of gamification and financial incentives. Future research with patients and stakeholders across the mHealth app ecosystem should be explored to formalize and validate a set of standards or framework.

Indexed as

Drug MonitoringFocus GroupsMedication AdherenceMobile ApplicationsMotivationQualitative ResearchTelemedicineAdultAgedAustraliaFemaleHumansMaleMiddle AgedVideo Gamesgamificationincentivesmedication adherencemHealthmobile appmobile healthmobile phonepatientperspectivesqualitative

Identifiers

PMID38743461
PMCPMC11134245

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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.