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

被引:0
|
作者
Tran, Steven [1 ,2 ]
Smith, Lorraine [1 ]
Carter, Stephen [1 ]
机构
[1] Univ Sydney, Fac Med & Hlth, Sch Pharm, Camperdown, Australia
[2] Univ Sydney, Fac Med & Hlth, Sch Pharm, A15 Sci Rd, Camperdown, NSW 2050, Australia
来源
JMIR MHEALTH AND UHEALTH | 2024年 / 12卷
关键词
qualitative; patient; perspectives; gamification; incentives; mobile app; mobile health; mHealth; medication adherence; mobile phone; INTRINSIC MOTIVATION; SELF-DETERMINATION; NONADHERENCE;
D O I
10.2024/1/e50851
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
Background: Medication 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. Objective: This 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. Methods: A 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. Results: Three 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. Conclusions: The 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.
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页数:13
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