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Personalizing Sensor-Controlled Digital Gaming to Self-Management Needs of Older Adults with Heart Failure: A Qualitative Study
Author(s) -
Kavita Radhakrishnan,
Thomas Baranowski,
Matthew O’Hair,
Catherine Fournier,
C Spranger,
Miyong T. Kim
Publication year - 2020
Publication title -
games for health journal
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 0.764
H-Index - 31
eISSN - 2161-7856
pISSN - 2161-783X
DOI - 10.1089/g4h.2019.0222
Subject(s) - personalization , usability , qualitative research , self management , flexibility (engineering) , digital health , applied psychology , psychology , perception , incentive , quality of life (healthcare) , qualitative property , medical education , medicine , computer science , health care , human–computer interaction , world wide web , social science , statistics , mathematics , machine learning , neuroscience , sociology , economics , psychotherapist , microeconomics , economic growth
Objectives: In older persons with heart failure (HF), an inability to self-manage their disease condition can result in poor health outcomes and quality of life. With the rise in smartphone use and digital game playing among older adults, digital tools such as sensor-controlled digital games (SCDGs) can offer accessible health-promoting tools that are enjoyable and easy to use. However, designing SCDGs that are compelling and aligned with their life values and self-management needs can be challenging. This article describes a qualitative study with older adults with HF who were recruited from a cardiac rehabilitation laboratory in central Texas to identify their perceptions and expectations regarding a SCDG for HF self-management. Materials and Methods: A low-fidelity prototype that demonstrated the features of a SCDG was used to obtain the participants' perceptions about the value of SCDGs for HF self-management with respect to content, customization, flexibility, and usability through qualitative interviews. Results: We interviewed 15 patients with HF (53% women; age range, 53-90 years; 60% white). The concept of SCDGs for HF self-management was highly acceptable (80%). Participants provided suggestions for game characters, progress in the game, and game notifications and incentives. Perceived benefits included helping users track their behaviors and establish routines, become informed on strategies to manage HF, and empower themselves to take charge of their health. Conclusions: The study's findings will guide personalization of SCDG development to motivate patient engagement in HF self-management behaviors.

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