| Literature DB >> 35179510 |
Bart Ph Pouls1,2, Charlotte L Bekker2, Sandra van Dulmen3,4, Johanna E Vriezekolk1, Bart Jf van den Bemt1,2.
Abstract
BACKGROUND: Patients' implicit attitudes toward medication need and concerns may influence their adherence. Targeting these implicit attitudes by combining game-entertainment with medication-related triggers might improve medication adherence in patients with rheumatoid arthritis (RA).Entities:
Keywords: eHealth; intervention development; intervention mapping; medication adherence; rheumatoid arthritis; serious game
Year: 2022 PMID: 35179510 PMCID: PMC8900908 DOI: 10.2196/31570
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 3.364
Intervention mapping steps with associated tasks and applied methodology.
| Intervention mapping steps | Intervention mapping tasks | Methods |
| Step 1: Logic model of the problem | Describe the context for the intervention | PubMed literature search on determinants of nonadherence (2010-2015) |
| Step 2: Program outcomes and objectives | State expected outcomes for behavior | Multiple expert group discussions (both face-to-face and |
| Step 3: Program design | Generate program themes, components, scope, and sequence | Literature search and expert opinion on behavior change techniques |
| Step 4: Program | Refine program structure and organization | Iterative game development |
| Step 5: Program | State outcomes and performance objectives for program use | Iterative game development guided by self-determination theory |
| Step 6: Evaluation plan | Write effect and process evaluation questions | Develop a randomized clinical trial study protocol to examine effectiveness on medication adherence of antirheumatic drugs (GAMER [Gaming for Adherence to Medication using E-health in Rheumatoid arthritis patients] study) |
Figure 1Screenshots of the serious puzzle games. A. Icon characters Medi and Seintje introduce themselves. B. Users are instructed to slide the pill down the screen toward a picture of the user to unlock trigger. C. The puzzle menu showing the 4 puzzle types: crossword, sudoku, word search, and tangram. D. Example of the crossword puzzle screen.
From change objective to intervention strategies—the first 2 steps of intervention mapping.
| Step | Goal | Outcome |
| Step 1 | Determinants |
Treatment necessity Treatment concerns |
| Step 2 | Change objective | After the intervention, participants have a more positive attitude toward antirheumatic drugs. |
From change objective to intervention strategies—step 3 and step 4 of intervention mapping.
| Step, goal | Strategies and outcomes | ||||
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| 1 | 2 | 3 | 4 | |
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| Domain | Motivation-implicit | Affective-implicit | Cognitive-implicit | Cognitive-explicit |
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| Strategy | Goal priming: passive, subtle, and unobtrusive activation by external stimuli such that people are not aware of the influence exerted by those stimuli. | Reinforcing the positive valence of antirheumatic drug use by strengthening the positive associations through pairing antirheumatic drugs with a positive stimulus. | Reinforcing attention toward medication using positive stimuli. Part of the techniques applied are based on attention bias modification training. | Reduce concerns by educating patients on how to best use |
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| Game component |
Personalization of the game Icon characters “Medi and Seintje” Come-and-play reminder Barcode scanner |
Personalization of the game Icon characters “Medi and Seintje” Energizing/positive gaming environment Slide to unlock Visual search |
Personalization of the game Icon characters “Medi and Seintje” Dot-probe task Visual search |
Multiple choice medication quiz |