A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial

<i><b>Objective:</b></i> This study reports the process evaluation of a randomized controlled trial of the MyHeartMate app for patients with coronary heart disease (CHD). <i><b>Materials and Methods:</b></i> Data were collected on engagement in the intervention group from the app platform logs and self-reported usage and via interviews for perspectives of usefulness and acceptability. Participants' (<i>n</i> = 194) data logs showed 80.4% entered baseline data. Tracking (≥30 days) occurred for body mass index (23.2%), blood pressure (BP) (21.1%), and exercise (23.7%). Missions completed on ≥4 days were 47.5% for healthy eating and 30.9% for exercise; 50.5% used the word game. One quarter (26.8%) was classified as "engaged" (tracked exercise and/or BP ≥5 times and completed ≥18 missions in the first 30 days). There were no differences between participants who were "engaged" or not in baseline characteristics or 6-month outcomes, although engaged users were more likely to meet 4/5 recommended risk factor guideline levels (30.8% vs. 17.6%, <i>P</i> = 0.03). <i><b>Results:</b></i> Participants perceived tracking, prompts, and rewards as useful for recovery and risk factor-related lifestyle change, and games were enjoyed. Engagement decreased with time. Acceptability was limited when app processes were difficult to understand, not personalized enough and/or the overall game concept was disliked. <i><b>Conclusions:</b></i> Insight into user's perceptions and use of gamified app components is essential to address barriers to uptake and optimize potential health benefits. The target audience for a serious game app for CHD remains uncertain.

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Publication Details

Journal
Games for Health Journal
Published
2024-11-25
DOI
https://doi.org/10.1089/g4h.2024.0174
Citations
1
Primary Topic
Mobile Health and mHealth Applications
Type
article
Field-Weighted Citation Impact
0.85
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article

A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial

Gemma Alexandra Figtree, Clara K Chow, Tracy Schumacher, David S. Celermajer et al.
1 citations
Games for Health Journal
Mobile Health and mHealth Applications
0.85
article

A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial

Gemma Alexandra Figtree, Clara K Chow, Tracy Schumacher, David S. Celermajer, Julie Redfern, Thomas A. Buckley, Angus J. Davis, Lis Neubeck, Helen M. Parker, Karice Hyun, Geoffrey H. Tofler, Robyn Gallagher
article en
1 citations

Abstract

<i><b>Objective:</b></i> This study reports the process evaluation of a randomized controlled trial of the MyHeartMate app for patients with coronary heart disease (CHD). <i><b>Materials and Methods:</b></i> Data were collected on engagement in the intervention group from the app platform logs and self-reported usage and via interviews for perspectives of usefulness and acceptability. Participants' (<i>n</i> = 194) data logs showed 80.4% entered baseline data. Tracking (≥30 days) occurred for body mass index (23.2%), blood pressure (BP) (21.1%), and exercise (23.7%). Missions completed on ≥4 days were 47.5% for healthy eating and 30.9% for exercise; 50.5% used the word game. One quarter (26.8%) was classified as "engaged" (tracked exercise and/or BP ≥5 times and completed ≥18 missions in the first 30 days). There were no differences between participants who were "engaged" or not in baseline characteristics or 6-month outcomes, although engaged users were more likely to meet 4/5 recommended risk factor guideline levels (30.8% vs. 17.6%, <i>P</i> = 0.03). <i><b>Results:</b></i> Participants perceived tracking, prompts, and rewards as useful for recovery and risk factor-related lifestyle change, and games were enjoyed. Engagement decreased with time. Acceptability was limited when app processes were difficult to understand, not personalized enough and/or the overall game concept was disliked. <i><b>Conclusions:</b></i> Insight into user's perceptions and use of gamified app components is essential to address barriers to uptake and optimize potential health benefits. The target audience for a serious game app for CHD remains uncertain.

Games for Health JournalVol. 14(3)
Bond University (AU), The University of Sydney (AU), Edinburgh Napier University (GB), Royal Prince Alfred Hospital (AU), Royal North Shore Hospital (AU), Westmead Hospital (AU), University of Newcastle Australia (AU)
Good health and well-being
Openalex Percentile: Top 20%
Mobile Health and mHealth Applications
0.85
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