| Literature DB >> 25574939 |
Ahmed Allam1, Zlatina Kostova, Kent Nakamoto, Peter Johannes Schulz.
Abstract
BACKGROUND: Rheumatoid arthritis (RA) is chronic systematic disease that affects people during the most productive period of their lives. Web-based health interventions have been effective in many studies; however, there is little evidence and few studies showing the effectiveness of online social support and especially gamification on patients' behavioral and health outcomes.Entities:
Keywords: eHealth; experimental games; gaming; health care utilization; multilevel analysis; patient empowerment; physical activity; randomized controlled trial; rheumatoid arthritis; social support
Mesh:
Year: 2015 PMID: 25574939 PMCID: PMC4296094 DOI: 10.2196/jmir.3510
Source DB: PubMed Journal: J Med Internet Res ISSN: 1438-8871 Impact factor: 5.428
Figure 1Screenshot of the complete rheumatoid arthritis section on the ONESELF website.
Figure 2Screenshot of My Points section of the ONESELF website displaying statistics of the collected points for every action in each category and leadership board of top 5 users.
Figure 3Screenshot of My Points section of the ONESELF website displaying the badges and medals achieved during the intervention.
Overview of experimental conditions.
| Group access | No access to information sections | Access to informational sections | ||
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| No access to social support features | Access to social support features | No access to social support features | Access to social support features |
| No access to gaming feature | Control group |
| Information group | Support group |
| Access to gaming feature |
| Gaming group | Support plus gaming group | |
Figure 4CONSORT flow diagram of participants.
Descriptive characteristics of the 5 experimental groups (N=155).
| Self-reported measures | Information | Social support | Gaming | Social support plus gaming | Control | |
| Age (years), mean (SD) | 55.10 (10.48) | 53.17 (13.29) | 54.50 (12.01) | 53.46 (9.96) | 69.33 (6.35) | |
| Gender (male), n (%) | 17 (57) | 26 (90) | 24 (86) | 15 (54) | 2 (5) | |
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| Elementary school | 2 (7) | 1 (4) | 1 (4) | 0 (0) | 7 (18) |
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| Middle school | 2 (7) | 6 (21) | 5 (18) | 2 (7) | 11 (28) |
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| High school | 24 (83) | 18 (64) | 18 (64) | 23 (82) | 19 (49) |
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| University | 1 (3) | 3 (11) | 4 (14) | 3 (11) | 2 (5) |
| Work status (working), n (%) | 17 (57) | 19 (66) | 13 (46) | 14 (50) | 4 (10) | |
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| Swiss | 21 (70) | 24 (83) | 26 (93) | 27 (96) | 34 (85) |
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| Other | 9 (30) | 5 (17) | 2 (7) | 1 (4) | 6 (15) |
| Duration of RA from first diagnosis (years), mean (SD) | 9.90 (9.34) | 10.52 (9.83) | 8.89 (8.22) | 10.43 (8.42) | 18.11 (15.93) | |
Estimates of regression coefficients for predicting change in primary outcomes.
| Predictors | Primary outcomes,a B | |||
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| Physical activity | Health care utilization | Medication overuse | |
| Intercept | 57.55b | 2.79c | 12.06c | |
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| Social support | NS | NS | NS |
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| Social support plus gaming | NS | NS | 9.51c |
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| Information | NS | NS | 10.06c |
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| Gaming | NS | NS | NS |
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| NS | NS | NS | |
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| Social support × time | NS | –0.41c | –1.61c |
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| Social support plus gaming × time | 3.39c | –0.33c | NS |
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| Information × time | NS | NS | NS |
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| Gaming × time | NS | NS | NS |
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| NS | NS | NS | |
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| Social support × empowerment | NS | NS | NS |
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| Social support plus gaming × empowerment | NS | NS | NS |
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| Information × empowerment | NS | NS | NS |
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| Gaming × empowerment | NS | NS | NS |
a NS: not significant
b P<.001
c P≤.05
Estimates of regression coefficients for predicting change in secondary outcomes.
| Predictors | Secondary outcome,a B | ||
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| Empowerment | RA knowledge | |
| Intercept | 51.56b | 5.89b | |
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| Social support | NS | NS |
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| Social support plus gaming | NS | NS |
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| Information | NS | NS |
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| Gaming | NS | NS |
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| NS | NS | |
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| Social support × time | 2.59c | NS |
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| Social support plus gaming × time | NS | NS |
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| Information × time | NS | NS |
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| Gaming × time | 2.29c | NS |
a NS: not significant
b P<.001
c P≤.05