Using Games to Simulate Medication Adherence and Nonadherence: Laboratory Experiment in Gamified Behavioral Simulation.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-09-24 DOI:10.2196/47141
Umar Taj, Aikaterini Grimani, Daniel Read, Ivo Vlaev
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Abstract

Background: Medical nonadherence is a significant problem associated with worse clinical outcomes, higher downstream rehospitalization rates, and a higher use of resources. To improve medication adherence, it is vital for researchers and practitioners to have a solid theoretical understanding of what interventions are likely to work. To achieve this understanding, we propose that researchers should focus on creating small-scale laboratory analogs to the larger real-world setting and determine what interventions, such as nudges or incentives, work to change behavior in the laboratory. To do this, we took inspiration from the literature on serious games and gamification and experimental economics. We call our approach "gamified behavioral simulation." In this paper, we modeled everyday life as the state of being engaged in a simple but addictive game, illness as being interruptions to the functionality of that game, treatment as being a series of actions that can be taken to prevent or mitigate those interruptions, and adherence as sticking to a prescribed rule for the application of those actions.

Objective: This study carries out a behavioral diagnosis of the medication adherence problem through a theoretically informed framework and then develops the gamified behavioral modeling approach to simulate medication nonadherence.

Methods: A laboratory experiment was conducted using a modified popular and addictive open-source video game called "2048," which created an abstract model for the medication adherence behavior observed in real life. In total, 509 participants were assigned to the control and 4 intervention groups ("incentive" group, "reminder" group, "commitment device" group, and "elongated duration for symptoms" group).

Results: The results of the modeling experiment showed that having theoretically informed interventions can increase the likelihood for them to be successful. In particular, there is evidence that the use of reminders improves the medication adherence rates for patients, and the same result was found in the modeling experiment, as they improved adherence significantly by 23% (95% CI -33.97% to -11.72%; P<.001). However, providing an incentive did not improve the adherence rate. We also tested the use of commitment devices, which, in line with real-world evidence, did not improve adherence rates. The fourth treatment tested elongated duration for symptoms, which attempted to show the power of modeling experiments where we test a what-if scenario that is extremely difficult to test in a real setting. The results indicated that if symptoms last longer, people did not adhere more to their medication regimen.

Conclusions: Gamified behavioral simulation is a useful tool to explain real health behaviors and help in identifying which interventions are most likely to work in a randomized trial.

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利用游戏模拟服药依从性和不依从性:游戏化行为模拟实验室实验。
背景:不遵医嘱用药是一个严重的问题,它与更差的临床结果、更高的下游再住院率和更多的资源使用有关。要改善服药依从性,研究人员和从业人员必须从理论上充分了解哪些干预措施可能有效。为了实现这种理解,我们建议研究人员应专注于创建小规模的实验室,以模拟更大的真实世界环境,并确定哪些干预措施(如劝导或激励措施)能在实验室中改变行为。为此,我们从有关严肃游戏、游戏化和实验经济学的文献中汲取了灵感。我们将这种方法称为 "游戏化行为模拟"。在本文中,我们将日常生活模拟为参与一款简单但令人上瘾的游戏的状态,将疾病模拟为该游戏功能的中断,将治疗模拟为可以采取的一系列行动,以防止或减轻这些中断,将坚持模拟为应用这些行动的规定规则:本研究通过一个有理论依据的框架对服药依从性问题进行行为诊断,然后开发游戏化行为建模方法来模拟服药不依从性:方法: 我们使用一款名为 "2048 "的流行且易上瘾的开源视频游戏进行了实验室实验,该游戏为现实生活中的服药行为创建了一个抽象模型。共有 509 名参与者被分配到对照组和 4 个干预组("激励 "组、"提醒 "组、"承诺装置 "组和 "延长症状持续时间 "组):建模实验的结果表明,有理论依据的干预措施可以提高干预成功的可能性。特别是,有证据表明,使用提醒器可以提高患者的服药依从率,建模实验中也发现了同样的结果,提醒器显著提高了患者的服药依从率 23% (95% CI -33.97% 至 -11.72%;PC 结论:游戏化行为模拟是一种有效的干预方法,可以提高患者的服药依从率:游戏化行为模拟是解释真实健康行为的有用工具,有助于确定哪些干预措施最有可能在随机试验中发挥作用。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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