| Literature DB >> 35270884 |
Romero Mendes Freire de Moura Júnior1, Lynn Rosalina Gama Alves2, Carina Soledad González González3.
Abstract
Pressure injuries are wounds caused by reduced blood circulation for regular and repetitive periods when pressing the human body against a hard surface. It is a pathology that needs daily preventive care and health promotion to avoid incidences. Thus, this article aims to validate a platform based on the gamified collaborative practices model to prevent pressure injuries. The methodological contribution is Design Science, and the software was evaluated by 16 wheelchair users who aimed at usability (SUS), user experience (UEQ), and ability to promote the system (NPS). In addition to creating a collaborative network using the interactions that occurred during the platform's use. Wheelchair users rated 73.28 for SUS; on the UEQ benchmark scales, they classified: excellent (efficiency, dependability, stimulation, and novelty), good (attractiveness), and above-average (perspicuity) and in NPS obtained 62.5%. Moreover, they provided feedback to improve and legitimize that gamification positively interfered in the execution of collaborative practices. In the end, it is possible to suppose that the prototype contributes to the prevention of pressure injuries. In addition, it is possible to adapt it to apply to other pathologies that require continuous health care such as diabetes, mental illness, heart disease, addictions, multiple sclerosis, cancer, among others, maximizing its purpose.Entities:
Keywords: ColaborAtiva; NPS; SUS; UEQ; collaborative practices; gamification; m-health; platform; pressure injury; social network analysis; wheelchair users
Mesh:
Year: 2022 PMID: 35270884 PMCID: PMC8915050 DOI: 10.3390/s22051738
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Literature review.
| Timespan: 2017 a 2022. |
| Result: 55 documents (only Scopus presented results) |
| 1. consider only original articles in journals (18 discarded); |
| Result: 6 documents. |
| 1. consider only articles employing Collaborative Practices and Gamification (4 discarded); |
| Final Result: 2 documents. |
Figure 1Research stages.
UEQ concept valuation example [28].
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | ||
|---|---|---|---|---|---|---|---|---|
| Original | Conventional |
Figure 2ColaborAtiva architecture.
ColaborAtiva platform screens.
| Screen | Description |
|---|---|
| Registration and Login | Registers the name, nickname, e-mail that identifies the user, and the respective password. After this procedure, the participant receives an account’s activation e-mail, and after activating it, he/she can login. |
| Panel | |
| Checkin | |
| Sending and Receiving Messages | |
| Sponsorship System | Based on self-help groups, such as alcoholics anonymous (AA), a godfather/godmother becomes a mentor for one or more godchildren. Thus, bringing this concept to the platform when registering, the system chooses the participant’s godson to him/her take care of and assumes the commitment to pay more attention to him/her. |
| Risk assessment | It evaluates the risk of acquiring PI based on 6 subscales: sensory perception, humidity, activity, mobility, nutrition, and friction and shear. The subscales from 1 to 5, respectively, vary between 1 and 4 points, and the last one varies between 1 and 3. The lowest resulting between 6 and 9 points from subscales sum is the highest risk indicating a VERY HIGH RISK and the least worrisome level between 19 and 23 points representing NO RISK. Moreover, for comparison and follow-up, the last 5 evaluations are stored. |
| Materials | Supports participants sharing prepared or indicated media by therapists who follow the wheelchair users’ reality selecting texts, audios, or videos to improve the life’s quality of these people through communication. |
| Challenges | Individual or collective goals that, when met, are rewarded with stars and points. They are users’ incentives to induce them to stay active in the platform. |
| Scoreboard | Dailies and general ranking display the score after each practice is done. The points’ registration per day aims to encourage new participants since everyone has their points reset at the beginning of the day no matter what actions preceded the current date. However, on the general scoreboard, all the practices carried out are counted since the participant joined the platform. |
Figure 3ColaborAtiva Screenshots. (a) Panel; (b) Checkin; and (c) Sending and Receiving Messages.
Volunteers profiles.
| Gender | Male | Female | ||
| Age Groups (years) | 20–29 | 30–39 | 40–49 | 50–59 |
| Smartphone Use per day | less than 1 h | between 1 h–3 h | between 3 h–5 h | more than 5 h |
| Smartphone Manufacturer | Samsung | Motorola | LG | Apple |
Figure 4SUS answers and ColaborAtiva’s classification.
Figure 5Benchmark graphic generated by data analysis tool provided by UEQ [28].
Figure 6Answers’ distribution graphic generated by data analysis tool provided by UEQ grouped by scales [28].
Figure 7Graph of Subjects’ Interactions with ColaborAtiva.
Points accumulated per practice.
| Practice | Points |
|---|---|
| Performing the Checkin | 6740 |
| Sending Messages in General | 198 |
| Fulfillment of Challenges | 130 |
| Sending Messages from the Godfather or Godmother to the godchild | 48 |
| Access to Information | 45 |
| Performance Risk Assessment to prevent PI development | 28 |
Observations about gamification.
| Subject | Observations |
|---|---|
| #1 | I was actually excited because it was the second day, and overall I was eighth or ninth. |
| #2 | The first few days I worked hard and got a good score. |
| #3 | Influences a little on the motivation to do the activities |
| #4 | I looked at the scoreboard, and I was in 3rd, but I do not remember the exact score. Furthermore, that influenced me to do the activities. |
| #5 | The last time I looked, I was among the first, some days I was first, some days I was second. The ranking did not influence much, but I know that it gives you a little itch that is like an affirmation that you are doing well, that you are taking the purpose seriously |
| #6 | Having a significant score does influence it because you end up competing indirectly with the other participants, and it also ends up influencing you to want to score more. |
| #7 | When I looked at the ranking and saw that it was low, I wanted to improve. |
| #8–#16 | Made no observations. |
Figure 8Messages between peers by weighted input and output grades.
Figure 9Messages between the HITS (authority and hub) pairs.
Figure 10Collaborative Practices Carried Out in ColaborAtiva.
Post-experimental observations.
| Subject | Remarks |
|---|---|
| #1 | As I do not have bedsores or related problems, the app could not be useful. I congratulate, however, on the initiative and hope that the application can undergo the necessary changes to become more pleasant and interesting to the target audience. |
| #2 | The platform completely met my expectations. |
| #3 | The elaboration of the platform is very interesting. I know it will help other people as much as it helped me. Thank you for the opportunity to participate. I am immensely grateful for thinking interestingly and creatively of caring for people with disabilities who go through these uncomfortable and undesirable situations. Congratulations on your initiative and care for others. |
| #4 | Collaboration and support network promotes health and quality of life, this platform favors this. |
| #5 | I believe that with a few improvements, this platform can help many people. Thank you for giving me this unique experience. |
| #6 | The platform in question is very relevant to make routine activities, which are often forgotten, as important in the life of the person with a disability, so that they can pay attention and police themselves of measures that can prevent pressure injuries. I, specifically, have had at least 4 (four) PI, one of which I had to have surgery on the ischial region because it would not close. However, this bedsore served to redouble my care with pressure ulcers, such as, for example, buying a Roho cushion, as well as performing pressure relieves. In this way, this platform could, can, and will be of extreme importance to alert the person, whether disabled or not, to take the proper care of their health and, thus, avoid pressure injuries. Finally, I wish success to the team on behalf of the researcher. Thank you very much! |
| #7 | I really believe in the platform, but it cannot disconnect every time you leave it for another one. It could issue alerts to remind you of activities or when a message is directed. |
| #8 | I liked it a lot. |
| #9 | Great platform. |
| #10 | All great. |
| #11–#16 | Made no observations. |
Smartphone usage habits by age group in Canada (2018) [37].
| Questions | Age Group (Years) | |||
|---|---|---|---|---|
| 15–24 | 25–44 | 45–64 | 65+ | |
| Do you have a smartphone? | 97.9% | 97.1% | 87.0% | 60.4% |
| Do you check your smartphone at least every 30 min? | 57.5% | 51.9% | 39.5% | 21.2% |
| Before you go to sleep, the last thing you do is check your smartphone. | 72.6% | 64.9% | 45.4% | 30.7% |
| You use your smartphone while watching television. | 64.6% | 64.3% | 44.4% | 25.7% |
| Use your smartphone during dinner. | 35.8% | 24.8% | 12.5% | 6.0% |