Evidence map›Paper›PMID 39412863›Full record

ArticleJMIR serious games2024

Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility Study.

Bas D L Châtel, Jeroen H M Janssen, Geeske M E E Peeters, Rense Corten, Rob Tieben, Menno Deen, Elmy J M Hendriks, Marcel G M Olde Rikkert

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 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing 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

3 citing papers in PubMed.

  1. Article
  2. Article
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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

8 authors.

Bas D L ChâtelDepartment of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.ORCID https://orcid.org/0000-0001-8778-0131
Jeroen H M JanssenDepartment of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.ORCID https://orcid.org/0000-0003-3641-1517
Geeske M E E PeetersDepartment of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.ORCID https://orcid.org/0000-0003-4460-7026
Rense CortenDepartment of Sociology/Interuniversity Center for Social Science Theory and Methodology, Utrecht University, Utrecht, Netherlands.ORCID https://orcid.org/0000-0001-8154-9393
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
Elmy J M HendriksDepartment of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.ORCID https://orcid.org/0009-0004-4692-1734
Marcel G M Olde RikkertDepartment of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.ORCID https://orcid.org/0000-0003-1397-1677

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundDigital mental health interventions could sustainably and scalably prevent and reduce loneliness in older adults. We designed an app containing 29 text-based games and a questionnaire-administering chatbot to stimulate intergenerational contact.

objectiveThis study aims to evaluate the feasibility of a social gaming app in reducing loneliness among older adults by evaluating recruitment strategies, data collection procedures, and gameplay activity.

methodsThis mixed methods study recruited participants via newsletters, articles, and a social media campaign. We used semistructured interviews and descriptive analysis of questionnaire answers and game data to assess feasibility. Key measures included recruitment reach and efficiency, participant demographics, in-app activity, and app usability and engagement feedback.

resultsThe social media campaign reached 192,641 potential participants, resulting in 1363 game downloads. A total of 155 participants (aged 65 years and older: n=34, 21.9% and aged less than 65 years: n=121, 78.1%) provided informed consent, yielding a conversion rate of 0.08%. The recruitment campaign focusing on distanced playful interaction had a significantly (P<.001) higher click-through rate (1.98%) than a campaign focusing on research participation (click-through rate=0.51%; P<.001). The overall conversion rate from advertisement exposure to research participation was 0.08%. Participants had a mean age of 48 (SD 16) years. The 65 years and older group averaged 70 (SD 5) years, while the less 65 years group averaged 42 (SD 12) years. Additionally, 45.2% (57/126) reported at least moderate levels of loneliness at baseline. Of the initial 554 players, 91 (16.4%) remained active after the first week, and 32 (5.8%) remained active for more than 90 days. Active participants tended to interact with those within their own age group, as indicated by a Pearson correlation of r=0.31 between the ages of the message sender and receiver. Interviews with 12 (48%) participants (aged 65-79 years; female: n=12, 83%) revealed barriers such as excessive chatbot questions and a mismatch between the target group and app design focus. Questionnaire completion rates dropped from 46% at baseline to 10% at follow-up.

conclusionsThese findings underscore the challenges of recruitment and retention for older adults in a fully digital social gaming intervention. Effective recruitment strategies and targeted app design are crucial for engagement. Based on these insights, future interventions should focus on simplified interfaces, clear guidance for gameplay, and addressing the specific needs and preferences of older adults, thereby enhancing the effectiveness of digital mental health interventions.

Indexed as

digital healthfeasibility studylonelinessolder adultsrecruitmentserious gaming

Identifiers

PMID39412863
PMCPMC11525082

What OpenQuestion holds

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LicenceCC BY
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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.