Social Gaming to Decrease Loneliness in Older Adults: Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-10-16 DOI:10.2196/52640
Bas D L Châtel, Jeroen H M Janssen, Geeske M E E Peeters, Rense Corten, Rob Tieben, Menno Deen, Elmy J M Hendriks, Marcel G M Olde Rikkert
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Abstract

Background: Digital mental health interventions could sustainably and scalably prevent and reduce loneliness in older adults. We designed an app containing 29 text-based games and a questionnaire-administering chatbot to stimulate intergenerational contact.

Objective: This study aims to evaluate the feasibility of a social gaming app in reducing loneliness among older adults by evaluating recruitment strategies, data collection procedures, and gameplay activity.

Methods: This mixed methods study recruited participants via newsletters, articles, and a social media campaign. We used semistructured interviews and descriptive analysis of questionnaire answers and game data to assess feasibility. Key measures included recruitment reach and efficiency, participant demographics, in-app activity, and app usability and engagement feedback.

Results: The social media campaign reached 192,641 potential participants, resulting in 1363 game downloads. A total of 155 participants (aged 65 years and older: n=34, 21.9% and aged less than 65 years: n=121, 78.1%) provided informed consent, yielding a conversion rate of 0.08%. The recruitment campaign focusing on distanced playful interaction had a significantly (P<.001) higher click-through rate (1.98%) than a campaign focusing on research participation (click-through rate=0.51%; P<.001). The overall conversion rate from advertisement exposure to research participation was 0.08%. Participants had a mean age of 48 (SD 16) years. The 65 years and older group averaged 70 (SD 5) years, while the less 65 years group averaged 42 (SD 12) years. Additionally, 45.2% (57/126) reported at least moderate levels of loneliness at baseline. Of the initial 554 players, 91 (16.4%) remained active after the first week, and 32 (5.8%) remained active for more than 90 days. Active participants tended to interact with those within their own age group, as indicated by a Pearson correlation of r=0.31 between the ages of the message sender and receiver. Interviews with 12 (48%) participants (aged 65-79 years; female: n=12, 83%) revealed barriers such as excessive chatbot questions and a mismatch between the target group and app design focus. Questionnaire completion rates dropped from 46% at baseline to 10% at follow-up.

Conclusions: These findings underscore the challenges of recruitment and retention for older adults in a fully digital social gaming intervention. Effective recruitment strategies and targeted app design are crucial for engagement. Based on these insights, future interventions should focus on simplified interfaces, clear guidance for gameplay, and addressing the specific needs and preferences of older adults, thereby enhancing the effectiveness of digital mental health interventions.

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通过社交游戏减少老年人的孤独感:数字混合方法可行性研究中的人员招募挑战与流失分析》(Recruitment Challenges and Attrition Analysis in a Digital Mixed Methods Feasibility Study)。
背景:数字心理健康干预措施可以持续、大规模地预防和减少老年人的孤独感。我们设计了一款应用程序,其中包含 29 个基于文本的游戏和一个可进行问卷调查的聊天机器人,以促进代际接触:本研究旨在通过评估招募策略、数据收集程序和游戏活动,评估社交游戏应用程序在减少老年人孤独感方面的可行性:这项混合方法研究通过通讯、文章和社交媒体活动招募参与者。我们采用半结构式访谈以及对问卷答案和游戏数据的描述性分析来评估可行性。主要衡量指标包括招募范围和效率、参与者人口统计数据、应用内活动以及应用可用性和参与度反馈:结果:社交媒体活动覆盖了 192,641 名潜在参与者,促成了 1363 次游戏下载。共有 155 名参与者(65 岁及以上:34 人,占 21.9%;65 岁以下:121 人,占 78.1%)提供了知情同意书,转化率为 0.08%。以疏远的游戏互动为重点的招募活动取得了显著的效果(PConclusions:这些发现强调了在全数字化社交游戏干预中招募和留住老年人所面临的挑战。有效的招募策略和有针对性的应用设计对参与度至关重要。基于这些见解,未来的干预措施应侧重于简化界面、明确的游戏指导以及满足老年人的特殊需求和偏好,从而提高数字心理健康干预措施的有效性。
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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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