Evidence map›Paper›PMID 39185820›Full record

ArticleJMIR serious games2024

The Rationale Behind the Design Decisions in an Augmented Reality Mobile eHealth Exergame to Increase Physical Activity for Inactive Older People With Heart Failure.

Aseel Berglund, Leonie Klompstra, Helena Orädd, Johan Fallström, Anna Strömberg, Tiny Jaarsma, Erik Berglund

Abstract read
In one paragraph

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

0numbers the graph read from it
0cells of the map it votes in
4citing papers in PubMed
–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

4 citing papers in PubMed.

  1. Article
  2. Review
  3. Article
  4. Article
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

7 authors.

Aseel BerglundDepartment of Computer and Information Science, Linköping University, Linköping, Sweden.ORCID http://orcid.org/0000-0001-7566-2218
Leonie KlompstraDepartment of Computer and Information Science, Linköping University, Linköping, Sweden.ORCID http://orcid.org/0000-0002-7493-0353
Helena OräddDepartment of Computer and Information Science, Linköping University, Linköping, Sweden.ORCID http://orcid.org/0009-0004-3674-3946
Johan FallströmDepartment of Computer and Information Science, Linköping University, Linköping, Sweden.ORCID http://orcid.org/0009-0000-8104-1514
Anna StrömbergDepartment of Health, Medicine and Caring Sciences, Linköping University, Linköping, Sweden.ORCID http://orcid.org/0000-0002-4259-3671
Tiny JaarsmaDepartment of Health, Medicine and Caring Sciences, Linköping University, Linköping, Sweden.ORCID http://orcid.org/0000-0002-4197-4026
Erik BerglundDepartment of Computer and Information Science, Linköping University, Linköping, Sweden.ORCID http://orcid.org/0000-0001-9703-292X

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Unlabelled: Physical activity is important for everyone to maintain and improve health, especially for people with chronic diseases. Mobile exergaming has the potential to increase physical activity and to specifically reach people with poor activity levels. However, commercial mobile exergames are not specially designed for older people with chronic illnesses such as heart failure. The primary aim of this viewpoint is to describe the underlying reasoning guiding the design choices made in developing a mobile exergame, Heart Farming, tailored specifically for sedentary older people diagnosed with heart failure. The goal of the exergame is to increase physical activity levels by increasing the daily walking duration of patients with heart failure by at least 10 minutes. The rationale guiding the design decisions of the mobile exergame is grounded in the thoughtful integration of gamification strategies tailored for application in cardiovascular care. This integration is achieved through applying gamification components, gamification elements, and gamification principles. The Heart Farming mobile exergame is about helping a farmer take care of and expand a virtual farm, with these activities taking place while the patient walks in the real world. The exergame can be adapted to individual preferences and physical condition regarding where, how, when, and how much to play and walk. The exergame is developed using augmented reality so it can be played both indoors and outdoors. Augmented reality technology is used to track the patients' movement in the real world and to interpret that movement into events in the exergame rather than to augment the mobile user interface.

Indexed as

eHealth applicationexerciseexergamesexertionheart diseaseinactivityphysical activitysedentarytechnologytraining

Identifiers

PMID39185820
PMCPMC11382433

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.