| Literature DB >> 27742604 |
Jonas Geuens1, Thijs Willem Swinnen, Rene Westhovens, Kurt de Vlam, Luc Geurts, Vero Vanden Abeele.
Abstract
BACKGROUND: Chronic arthritis (CA), an umbrella term for inflammatory rheumatic and other musculoskeletal diseases, is highly prevalent. Effective disease-modifying antirheumatic drugs for CA are available, with the exception of osteoarthritis, but require a long-term commitment of patients to comply with the medication regimen and management program as well as a tight follow-up by the treating physician and health professionals. Additionally, patients are advised to participate in physical exercise programs. Adherence to exercises and physical activity programs is often very low. Patients would benefit from support to increase medication compliance as well as compliance to the physical exercise programs. To address these shortcomings, health apps for CA patients have been created. These mobile apps assist patients in self-management of overall health measures, health prevention, and disease management. By including persuasive principles designed to reinforce, change, or shape attitudes or behaviors, health apps can transform into support tools that motivate and stimulate users to achieve or keep up with target behavior, also called persuasive systems. However, the extent to which health apps for CA patients consciously and successfully employ such persuasive principles remains unknown.Entities:
Keywords: chronic arthritis; mobile applications; persuasive technology
Year: 2016 PMID: 27742604 PMCID: PMC5083846 DOI: 10.2196/mhealth.6286
Source DB: PubMed Journal: JMIR Mhealth Uhealth ISSN: 2291-5222 Impact factor: 4.773
Figure 1App selection flow.
Detailed description of the 28 health apps that met the selection criteria.
| Name | Targeted diseasea | Platformb | Installs, n | Rating (out of 5)c | Ratings, n | Price, US $ | Language | Persuasive principles, n |
| ArthritisID | A | iOS | 0.00 | English | 13 | |||
| Arthritis Diary | A | An/WP | 4.99 | English | 10 | |||
| NHS 24 MSK Help | MSK | iOS | 0.00 | English | 10 | |||
| RA Patient Companion | RA | iOS | 0.00 | English | 10 | |||
| Pauseboogie fra Gigtforeningen | A | An/iOS | 5000-1000 | 4.0 | 39 | 0.00 | Danish | 8 |
| Rheuma AKTIV | RA | iOS | 0.00 | German | 8 | |||
| Andar | RA | An | 100-500 | 3.3 | 3 | 0.00 | Spanish | 7 |
| MyRA | RA | iOS | 4.5 | 62 | 0.00 | English | 7 | |
| RA Helper | RA | An | 500-1000 | 4.8 | 5 | 0.00 | English/ Slovenian | 7 |
| RAPA – RA betegalkalmazás | RA | An | 50-100 | 4.8 | 5 | 0.00 | Hungarian | 7 |
| RheumaTrack RA | RA/SpA | An/iOS | 10,000-50,000 | 4.2 | 375 | 0.00 | English | 7 |
| Track + React | A | iOS | 3.4 | 72 | 0.00 | English | 7 | |
| Back to Action | SpA | An/iOS | 1000-5000 | 4.2 | 51 | 0.00 | English | 6 |
| Bewegen met Bechterew | SpA | An | 100-500 | 2.1 | 8 | 0.00 | Dutch | 6 |
| iAnkylosing Spondylitis | SpA | iOS | 0.00 | English | 6 | |||
| DAS Calculadora | RA | An | 10-50 | 0.00 | Spanish | 5 | ||
| RADAI | A | WP | 0.99 | English | 5 | |||
| Arthritis Symptoms+Treatment | RA | An | 500-1000 | 4.5 | 31 | 0.00 | English | 4 |
| RheumaHelper | RA | An/iOS | 5000-10,000 | 4.3 | 157 | 0.00 | English | 4 |
| RhEumAtic Disease activitY | RA | iOS | 0.00 | English | 4 | |||
| Arthritis Relief | A | WP | 5.0 | 1 | 4.99 | English | 3 | |
| DAS28 - RA | RA | An | 5000-10,000 | 4.1 | 64 | 0.00 | English | 3 |
| DAS28 Free | RA | An | 1000-5000 | 3.6 | 8 | 0.00 | English | 3 |
| Juvenile RA | RA | An | 10-50 | 4.5 | 2 | 0.00 | English | 3 |
| Living Well With Arthritis | A | iOS | 0.99 | English | 3 | |||
| Rheumatoid Arthritis Disease | RA | An | 100-500 | 4.4 | 11 | 0.00 | English | 3 |
| Rheumatoid Arthritis of Knee | RA | An | 5000-10,000 | 4.0 | 47 | 0.00 | English | 3 |
| Arthritis | A | WP | 3.99 | English | 1 |
aA: arthritis, MSK: musculoskeletal diseases, RA: rheumatoid arthritis, SpA: spondyloarthritis.
bAn: Android, WP: Windows phone.
cRating from 1-5 with 1 being the lowest rating.
Figure 2Prevalence of behavior change/persuasive design categories and principles.
Persuasive design principles and number of apps (N=28) that used the principle.
| Design principles | Apps, n | Ƙappa (percentage of agreement) | |
| General informationa | 16 | .786 (89.3) | |
| Self-monitoring | 12 | .926 (96.4) | |
| Reduction | 9 | .836 (92.9) | |
| Logginga | 9 | .92 (96.4) | |
| Instructiona | 7 | .909 (96.4) | |
| Goal setting | 3 | 1.0 (100) | |
| Micro tailoringa | 3 | .781 (96.4) | |
| Macro tailoringa | 1 | 1.0 (100) | |
| Simulation | 1 | 1.0 (100) | |
| Contextual cuesa | 1 | 1.0 (100) | |
| Tunneling | 0 | 1.0 (100) | |
| Trackinga | 0 | 1.0 (100) | |
| Rehearsal | 0 | 1.0 (100) | |
| Behavioral contracta | 0 | 1.0 (100) | |
| Reminders | 10 | 1.0 (100) | |
| Suggestion | 2 | 1.0 (100) | |
| Rewards | 1 | 1.0 (100) | |
| Praise | 0 | 1.0 (100) | |
| Similarity | 0 | 1.0 (100) | |
| Personalization | 0 | 1.0 (100) | |
| Social role | 0 | 1.0 (100) | |
| Prompt self-talka | 0 | 1.0 (100) | |
| Surface credibility | 26 | .65 (96.4) | |
| Expertise | 25 | .837 (71.4) | |
| Verifiability | 8 | 1.0 (89.3) | |
| Real-world feel | 7 | .884 (85.7) | |
| Authority | 7 | .837 (96.4) | |
| Third-party endorsements | 0 | 1.0 (100) | |
| Social interactiona | 1 | 1.0 (100) | |
| Social learning | 0 | 1.0 (100) | |
| Social identificationa | 0 | 1.0 (100) | |
| Social comparison | 0 | 1.0 (100) | |
| Normative influence | 0 | 1.0 (100) | |
| Social facilitation | 0 | 1.0 (100) | |
| Cooperation | 0 | 1.0 (100) | |
| Competition | 0 | 1.0 (100) | |
| Recognition | 0 | 1.0 (100) | |
aPrinciples added from behavior change techniques.
Figure 3Number of apps per price category (N=28).
Figure 4Number of persuasive principles in relation to user rating (n=14).