Coordinator research program Communication in Healthcare; endowed professor 'Communication in healthcare, especially in primary care', Radboud University, the Netherlands
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Publication date
Results of the gamer trial: gaming for adherence to medication using e-health in rheumatoid arthritis.
Pouls, B., Bekker, C., Vriezekolk, J., Dulmen, S. van, Bemt, B. van den. Results of the gamer trial: gaming for adherence to medication using e-health in rheumatoid arthritis. International Journal of Clinical Pharmacy: 2022, 44, p. 276–299. Abstract of the 25th Annual Meeting of ESPACOMP, the International Society for Medication Adherence, 08–19 November 2021
ABSTRACT:
Introduction
Effectiveness of pharmacological therapy in rheumatoid arthritis (RA) is limited by inadequate medication adherence. Medication adherence can be influenced by implicit (unconscious) judgements concerns about adverse consequences. We targeted these implicit judgments using a serious puzzle game.
Aim
To examine the effectiveness of a serious game to improve implementation adherence in patients with rheumatoid arthritis treated with anti-rheumatic drugs.
Methods
A multi-centre randomised clinical trial was performed with a 3 month follow-up period.*
Inclusion criteria were adulthood, rheumatoid arthritis, use of anti-rheumatic drugs and possession of a smartphone/tablet. Control patients received usual care whereas intervention patients were invited to install and play the serious puzzle game at will.
Primary outcome was proportion of adherent patients at 3 months as scored by the Compliance Questionnaire in Rheumatology. Additionally, beliefs about medication, Rheumatoid Arthritis Disease Activity Index, app usage data and app usability were collected.
Results
In total 187 patients completed the study. Of the 104 intervention patients, 93 (89%) played the intervention. Median playtime was 444 min (IQR 156–1269 min). Usability score was 65 out of 100. Adherence and disease activity data is currently being analysed and will be presented during the conference.
Discussion and conclusion
A serious puzzle game that targets implicit medication judgments was frequently played during a randomised intervention study. We are looking forward to present the data on its effectiveness during the conference.
Introduction
Effectiveness of pharmacological therapy in rheumatoid arthritis (RA) is limited by inadequate medication adherence. Medication adherence can be influenced by implicit (unconscious) judgements concerns about adverse consequences. We targeted these implicit judgments using a serious puzzle game.
Aim
To examine the effectiveness of a serious game to improve implementation adherence in patients with rheumatoid arthritis treated with anti-rheumatic drugs.
Methods
A multi-centre randomised clinical trial was performed with a 3 month follow-up period.*
Inclusion criteria were adulthood, rheumatoid arthritis, use of anti-rheumatic drugs and possession of a smartphone/tablet. Control patients received usual care whereas intervention patients were invited to install and play the serious puzzle game at will.
Primary outcome was proportion of adherent patients at 3 months as scored by the Compliance Questionnaire in Rheumatology. Additionally, beliefs about medication, Rheumatoid Arthritis Disease Activity Index, app usage data and app usability were collected.
Results
In total 187 patients completed the study. Of the 104 intervention patients, 93 (89%) played the intervention. Median playtime was 444 min (IQR 156–1269 min). Usability score was 65 out of 100. Adherence and disease activity data is currently being analysed and will be presented during the conference.
Discussion and conclusion
A serious puzzle game that targets implicit medication judgments was frequently played during a randomised intervention study. We are looking forward to present the data on its effectiveness during the conference.
ABSTRACT:
Introduction
Effectiveness of pharmacological therapy in rheumatoid arthritis (RA) is limited by inadequate medication adherence. Medication adherence can be influenced by implicit (unconscious) judgements concerns about adverse consequences. We targeted these implicit judgments using a serious puzzle game.
Aim
To examine the effectiveness of a serious game to improve implementation adherence in patients with rheumatoid arthritis treated with anti-rheumatic drugs.
Methods
A multi-centre randomised clinical trial was performed with a 3 month follow-up period.*
Inclusion criteria were adulthood, rheumatoid arthritis, use of anti-rheumatic drugs and possession of a smartphone/tablet. Control patients received usual care whereas intervention patients were invited to install and play the serious puzzle game at will.
Primary outcome was proportion of adherent patients at 3 months as scored by the Compliance Questionnaire in Rheumatology. Additionally, beliefs about medication, Rheumatoid Arthritis Disease Activity Index, app usage data and app usability were collected.
Results
In total 187 patients completed the study. Of the 104 intervention patients, 93 (89%) played the intervention. Median playtime was 444 min (IQR 156–1269 min). Usability score was 65 out of 100. Adherence and disease activity data is currently being analysed and will be presented during the conference.
Discussion and conclusion
A serious puzzle game that targets implicit medication judgments was frequently played during a randomised intervention study. We are looking forward to present the data on its effectiveness during the conference.
Introduction
Effectiveness of pharmacological therapy in rheumatoid arthritis (RA) is limited by inadequate medication adherence. Medication adherence can be influenced by implicit (unconscious) judgements concerns about adverse consequences. We targeted these implicit judgments using a serious puzzle game.
Aim
To examine the effectiveness of a serious game to improve implementation adherence in patients with rheumatoid arthritis treated with anti-rheumatic drugs.
Methods
A multi-centre randomised clinical trial was performed with a 3 month follow-up period.*
Inclusion criteria were adulthood, rheumatoid arthritis, use of anti-rheumatic drugs and possession of a smartphone/tablet. Control patients received usual care whereas intervention patients were invited to install and play the serious puzzle game at will.
Primary outcome was proportion of adherent patients at 3 months as scored by the Compliance Questionnaire in Rheumatology. Additionally, beliefs about medication, Rheumatoid Arthritis Disease Activity Index, app usage data and app usability were collected.
Results
In total 187 patients completed the study. Of the 104 intervention patients, 93 (89%) played the intervention. Median playtime was 444 min (IQR 156–1269 min). Usability score was 65 out of 100. Adherence and disease activity data is currently being analysed and will be presented during the conference.
Discussion and conclusion
A serious puzzle game that targets implicit medication judgments was frequently played during a randomised intervention study. We are looking forward to present the data on its effectiveness during the conference.