Evidence map›Paper›PMID 41159459›Full record

ArticleJMIR serious games2025

Effectiveness of a Gamified Mobile App in Enhancing Treatment Adherence for Children With Amblyopia: Explorative Study.

Bo Liu, Yisheng Fan, Meng Xu, Fangyuan Chang, Yue Shi, Zhao Liu

Abstract read
In one paragraph

Article in JMIR serious games, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers.

0numbers the graph read from it
0cells of the map it votes in
2citing 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

2 citing papers in PubMed.

  1. Review
  2. 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

6 authors.

Bo Liu *College of Design, Shanghai Jiaotong University, 800 Dongchuan Road, Minhang District, Shanghai, 200240, China, 86 021-54742134.ORCID http://orcid.org/0009-0005-5331-0023
Yisheng Fan *College of Design, Shanghai Jiaotong University, 800 Dongchuan Road, Minhang District, Shanghai, 200240, China, 86 021-54742134.ORCID http://orcid.org/0009-0005-3825-5548
Meng XuCollege of Design, Shanghai Jiaotong University, 800 Dongchuan Road, Minhang District, Shanghai, 200240, China, 86 021-54742134.ORCID http://orcid.org/0009-0001-2052-2637
Fangyuan ChangCollege of Design, Shanghai Jiaotong University, 800 Dongchuan Road, Minhang District, Shanghai, 200240, China, 86 021-54742134.ORCID http://orcid.org/0000-0003-2069-0507
Yue ShiCollege of Design, Shanghai Jiaotong University, 800 Dongchuan Road, Minhang District, Shanghai, 200240, China, 86 021-54742134.ORCID http://orcid.org/0009-0004-5935-2091
Zhao LiuCollege of Design, Shanghai Jiaotong University, 800 Dongchuan Road, Minhang District, Shanghai, 200240, China, 86 021-54742134.ORCID http://orcid.org/0000-0002-0673-3235

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: Amblyopia is the leading cause of visual impairment in children worldwide. The predominant clinical treatment, occlusion therapy, is marred by poor adherence, often attributed to the physical discomfort and social stigma associated with eye patching. Adjunct digital visual trainings have not consistently sustained patient engagement due to their repetitive nature, thereby compromising their efficacy. Objective: This study aimed to evaluate the effectiveness of a gamified mobile app designed to increase treatment adherence among children with amblyopia by making the therapeutic process more engaging and accessible within home settings. Methods: An exploratory study was conducted, commencing with qualitative interviews and questionnaires to explore the barriers to traditional treatment adherence. This formative research informed the development of a gamified mobile app, which was shaped by cognitive appraisal theory to address identified emotional and psychological needs, potentially impacting adherence. The subsequent quantitative phase utilized a randomized controlled trial involving 34 children with amblyopia who were aged 7-10 years and recruited from a local primary school. These participants were randomly assigned to either the intervention group, which used a novel gamified mobile app developed by our team, or the control group, which utilized another commercially available mobile app. Both groups engaged with their respective apps in a home environment. The 8-item Morisky Medication Adherence Scale was adapted to measure treatment adherence. Results: Over the 4-week trial, 34 children aged 7-10 years with amblyopia were enrolled and randomized into 2 groups: intervention (n=18) and control (n=16). Children in both the intervention and control groups engaged daily for 20 minutes at home, using mobile apps designed for visual rehabilitation. The intervention group (n=18) achieved a significantly higher mean adherence rate (mean 6.56, SD 1.06) on the Morisky Medication Adherence Scale compared to the control group (n=16; mean 5.01, SD 1.22; P<.001). Thematic analysis of the design process revealed that integrating cognitive appraisal theory effectively enhanced emotional engagement and adherence. Conclusions: The integration of cognitive appraisal theory into the design of a gamified mobile app for amblyopia treatment has shown to significantly improve adherence among children.

Indexed as

amblyopiachild health care innovationemotional cognitiongamified therapymobile health appspediatric eye carerandomized controlled trialserious gametreatment adherencevisual rehabilitation

Identifiers

PMID41159459
PMCPMC12569704

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.