Literature DB >> 32347811

Investigating Serious Games That Incorporate Medication Use for Patients: Systematic Literature Review.

Olufunmilola Abraham1, Sarah LeMay1, Sarah Bittner1, Tanvee Thakur1, Haley Stafford1, Randall Brown2.   

Abstract

BACKGROUND: The United States spends more than US $100 billion annually on the impact of medication misuse. Serious games are effective and innovative digital tools for educating patients about positive health behaviors. There are limited systematic reviews that examine the prevalence of serious games that incorporate medication use.
OBJECTIVE: This systematic review aimed to identify (1) serious games intended to educate patients about medication adherence, education, and safety; (2) types of theoretical frameworks used to develop serious games for medication use; and (3) sampling frames for evaluating serious games on medication use.
METHODS: PubMed, Scopus, and Web of Science databases were searched for literature about medication-based serious games for patients. Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines were followed for article selection.
RESULTS: Using PRISMA guidelines, 953 publications and 749 unique titles were identified from PubMed, Scopus, and Web of Science. A total of 16 studies featuring 12 unique serious games were included with components of medication adherence, education, and safety, published from 2003 to 2019. Of the 12 games included, eight serious games were tested in adolescents, three games were tested in young adults, and one game was tested in adults. Most studies (n=11) used small sample sizes to test the usability of serious games. Theoretical frameworks identified in the 12 serious games included information, motivation, and behavior theory; social cognitive theory; precede-proceed model; middle-range theory of chronic illness; adult learning theory; experiential learning theory; and the theory of reasoned action. Existing reviews explore serious games focused on the management of specific disease states, such as HIV, diabetes, and asthma, and on the positive impact of serious game education in each respective disease state. Although other reviews target broad topics such as health care gamification and serious games to educate health care workers, no reviews focus solely on medication use. Serious games were mainly focused on improving adherence, whereas medication safety was not widely explored. Little is known about the efficacy and usability of medication-focused serious games often because of small and nonrepresentative sample sizes, which limit the generalizability of existing studies.
CONCLUSIONS: Limited studies exist on serious games for health that incorporate medication use. The findings from these studies focus on developing and testing serious games that teach patients about medication use and safety. Many of these studies do not apply a theoretical framework in the design and assessment of these games. In the future, serious game effectiveness could be improved by increasing study sample size and diversity of study participants, so that the results are generalizable to broader populations. Serious games should describe the extent of theoretical framework incorporated into game design and evaluate success by testing the player's retention of learning objectives. ©Olufunmilola Abraham, Sarah LeMay, Sarah Bittner, Tanvee Thakur, Haley Stafford, Randall Brown. Originally published in JMIR Serious Games (http://games.jmir.org), 29.04.2020.

Entities:  

Keywords:  games; medication adherence; patient safety; systematic review; video games

Year:  2020        PMID: 32347811     DOI: 10.2196/16096

Source DB:  PubMed          Journal:  JMIR Serious Games            Impact factor:   4.143


  11 in total

1.  Pharmacoadherence: An Opportunity for Digital Health to Inform the Third Dimension of Pharmacotherapy for Diabetes.

Authors:  David C Klonoff; Jennifer Y Zhang; Trisha Shang; Chhavi Mehta; David Kerr
Journal:  J Diabetes Sci Technol       Date:  2020-12-08

2.  Examining adolescents' opioid knowledge and likelihood to utilize an educational game to promote medication safety.

Authors:  Olufunmilola Abraham; Claire A Rosenberger; Jen Birstler; Kathleen Tierney
Journal:  Res Social Adm Pharm       Date:  2021-09-20

3.  Engaging youth in the design of prescription opioid safety education for schools.

Authors:  Olufunmilola Abraham; Lisa Szela; Kelsey Brasel; Margaret Hoernke
Journal:  J Am Pharm Assoc (2003)       Date:  2021-10-20

4.  Developing a Theory-Driven Serious Game to Promote Prescription Opioid Safety Among Adolescents: Mixed Methods Study.

Authors:  Olufunmilola Abraham; Tanvee Thakur; Randall Brown
Journal:  JMIR Serious Games       Date:  2020-07-03       Impact factor: 4.143

Review 5.  Mapping Behavioral Health Serious Game Interventions for Adults With Chronic Illness: Scoping Review.

Authors:  Teresa Hagan Thomas; Varshini Sivakumar; Dmitriy Babichenko; Victoria L B Grieve; Mary Lou Klem
Journal:  JMIR Serious Games       Date:  2020-07-30       Impact factor: 4.143

6.  A Depth Camera-Based, Task-Specific Virtual Reality Rehabilitation Game for Patients With Stroke: Pilot Usability Study.

Authors:  Yangfan Xu; Meiqinzi Tong; Wai-Kit Ming; Yangyang Lin; Wangxiang Mai; Weixin Huang; Zhuoming Chen
Journal:  JMIR Serious Games       Date:  2021-03-24       Impact factor: 4.143

7.  Investigating the Use of a Serious Game to Improve Opioid Safety Awareness Among Adolescents: Quantitative Study.

Authors:  Olufunmilola Abraham; Claire Rosenberger; Kathleen Tierney; Jen Birstler
Journal:  JMIR Serious Games       Date:  2021-12-23       Impact factor: 4.143

8.  A Serious Puzzle Game to Enhance Adherence to Antirheumatic Drugs in Patients With Rheumatoid Arthritis: Systematic Development Using Intervention Mapping.

Authors:  Bart Ph Pouls; Charlotte L Bekker; Sandra van Dulmen; Johanna E Vriezekolk; Bart Jf van den Bemt
Journal:  JMIR Serious Games       Date:  2022-02-18       Impact factor: 3.364

9.  Exploring Middle School Students' Perspectives on Using Serious Games for Cancer Prevention Education: Focus Group Study.

Authors:  Olufunmilola Abraham; Lisa Szela; Mahnoor Khan; Amrita Geddam
Journal:  JMIR Serious Games       Date:  2022-01-24       Impact factor: 4.143

10.  The Geriatric Virtual Escape Room in Pharmacy Education: Female Students Escape Significantly Faster than Male Students.

Authors:  Aisha F Badr
Journal:  Pharmacy (Basel)       Date:  2022-03-08
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