School of Pharmacy, Faculty of Medicine and Health, University of Sydney, Sydney, Australia.
JMIR Mhealth Uhealth. 2022 Feb 21;10(2):e30671. doi: 10.2196/30671.
BACKGROUND: Emerging health care strategies addressing medication adherence include the use of direct-to-patient incentives or elements adapted from computer games. However, there is currently no published evidence synthesis on the use of gamification or financial incentives in mobile apps to improve medication adherence. OBJECTIVE: The aim of this scoping review is to synthesize and appraise the literature pertaining to the use of mobile apps containing gamification or financial incentives for medication adherence. There were two objectives: to explore the reported effectiveness of these features and to describe and appraise the design and development process, including patient involvement. METHODS: The following databases were searched for relevant articles published in English from database inception to September 24, 2020: Embase, MEDLINE, PsycINFO, CINAHL, and Web of Science. The framework by Arksey and O'Malley and the PRISMA-ScR (Preferred Reporting Items for Systematic Reviews and Meta-Analyses extension for Scoping Reviews) checklist guided this scoping review. Using a systematic screening process, studies were included if incentives or game features were used within mobile apps to specifically address medication adherence. An appraisal using risk of bias tools was also applied to their respective study design. RESULTS: A total of 11 studies from the initial 691 retrieved articles were included in this review. Across the studies, gamification alone (9/11, 82%) was used more than financial incentives (1/11, 9%) alone or a combination of the two (1/11, 9%). The studies generally reported improved or sustained optimal medication adherence outcomes; however, there was significant heterogeneity in the patient population, methodology such as outcome measures, and reporting of these studies. There was considerable variability in the development process and evaluation of the apps, with authors opting for either the waterfall or agile methodology. App development was often guided by a theory, but across the reviewed studies, there were no common theories used. Patient involvement was not commonly evident in predevelopment phases but were generally reserved for evaluations of feasibility, acceptance, and effectiveness. Patient perspectives on gamified app features indicated a potential to motivate positive health behaviors such as medication adherence along with critical themes of repetitiveness and irrelevance of certain features. The appraisal indicated a low risk of bias in most studies, although concerns were identified in potential confounding. CONCLUSIONS: To effectively address medication adherence via gamified and incentivized mobile apps, an evidence-based co-design approach and agile methodology should be used. This review indicates some adoption of an agile approach in app development; however, patient involvement is lacking in earlier stages. Further research in a generalized cohort of patients living with chronic conditions would facilitate the identification of barriers, potential opportunities, and the justification for the use of gamification and financial incentives in mobile apps for medication adherence.
背景:新兴的医疗保健策略包括直接向患者提供激励措施或从电脑游戏中改编的元素,以解决药物依从性问题。然而,目前尚无关于在移动应用程序中使用游戏化或经济激励措施来提高药物依从性的文献综合评价。
目的:本研究旨在综合评价和评价与使用包含游戏化或经济激励措施以提高药物依从性的移动应用程序相关的文献。有两个目标:探讨这些功能的报告效果,并描述和评价设计和开发过程,包括患者参与。
方法:从数据库成立到 2020 年 9 月 24 日,我们在以下数据库中搜索了发表的英文相关文章:Embase、MEDLINE、PsycINFO、CINAHL 和 Web of Science。本研究采用 Arksey 和 O'Malley 的框架和 PRISMA-ScR(系统评价和荟萃分析扩展的首选报告项目)清单指南进行了这项范围综述。使用系统筛选过程,如果激励措施或游戏功能在移动应用程序中专门用于解决药物依从性问题,则将研究纳入。还对各自的研究设计使用了偏倚风险工具进行评估。
结果:从最初检索到的 691 篇文章中,共有 11 项研究纳入了本综述。在这些研究中,单独使用游戏化(9/11,82%)的情况多于单独使用经济激励措施(1/11,9%)或两者结合使用(1/11,9%)。研究结果普遍报告了改善或维持最佳药物依从性结果;然而,这些研究在患者人群、方法(如结局测量)以及报告方面存在显著的异质性。应用程序的开发过程和评估存在相当大的差异,作者选择了瀑布或敏捷方法。应用程序的开发通常由理论指导,但在综述研究中,没有使用共同的理论。患者参与在开发前阶段并不常见,但通常保留用于评估可行性、接受度和有效性。患者对游戏化应用程序功能的看法表明,它有可能激发积极的健康行为,如药物依从性,同时也突出了某些功能的重复性和不相关性等关键主题。评估表明,大多数研究的偏倚风险较低,但在潜在混杂因素方面存在一些担忧。
结论:为了通过游戏化和激励的移动应用程序有效地解决药物依从性问题,应采用基于证据的共同设计方法和敏捷方法。本综述表明,在应用程序开发中采用了敏捷方法;然而,患者参与在早期阶段仍然缺乏。在患有慢性疾病的一般患者群体中进一步研究,将有助于确定障碍、潜在机会以及在移动应用程序中使用游戏化和经济激励措施来提高药物依从性的合理性。
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