TY - JOUR
T1 - Identified opportunities for gamification in the elective primary fast-track total hip and knee arthroplasty journey
T2 - Secondary analysis of healthcare professionals’ interviews
AU - Jansson, Miia
AU - Koivisto, Jonna
AU - Pikkarainen, Minna
N1 - Funding Information:
This research has been supported by a grant from Business Finland as part of a project called “Intelligent Customer‐driven Solution for Orthopedic and Pediatric Surgery Care.” The funder has not influenced the design, conduct, analysis or reporting of the study.
Funding Information:
The authors thank the study nurse (R.L.) for providing valuable help during data collection. In addition, the authors thank all the patients who participated in this study. This study was financially supported by the Business Finland which is also gratefully acknowledged.
Publisher Copyright:
© 2020 The Authors. Journal of Clinical Nursing published by John Wiley & Sons Ltd
Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.
PY - 2020/7/1
Y1 - 2020/7/1
N2 - Aims and objectives: To identify opportunities for gamification in the elective primary fast-track total hip and knee arthroplasty journey in order to support patients’ health-related behaviour. Background: Gamification provides an opportunity to increase engagement in a given health behaviour and, eventually, the possibility of reaching improved outcomes through continued or consistent behaviour. Design: A secondary analysis. Methods: Semi-structured interviews were conducted with 20 healthcare professionals in a single joint-replacement centre in Finland during autumn 2018. NVivo software was used for deductive and inductive coding. The open codes were also calculated. The consolidated criteria for reporting qualitative research were followed. Results: Gamification opportunities were identified related to six dimensions: accomplishment, challenge, competition, guided, playfulness and social experience. Based on the frequencies of the coded content, most opportunities for gamification can be identified in the context of personalised counselling, monitoring and social support. Conclusions: Several opportunities for gamification were identified and quantified. While various needs and limitations need to be considered when developing digital gamified solutions and more research into the effectiveness of such solutions will be required, the current study opens possible future avenues for exploring the use of gamification in lower limb joint replacement journey and other specialisms. Relevance to clinical practice: This study provides an important insight into healthcare professionals’ views of the current state of the total hip and knee arthroplasty journey and the potential for its development. In addition, it pinpoints the biggest opportunities for gamified services in the context of personalised counselling, monitoring and social support. Despite the focus of this secondary analysis being on the arthroplasty journey, the findings can also be generalised in other surgical journeys.
AB - Aims and objectives: To identify opportunities for gamification in the elective primary fast-track total hip and knee arthroplasty journey in order to support patients’ health-related behaviour. Background: Gamification provides an opportunity to increase engagement in a given health behaviour and, eventually, the possibility of reaching improved outcomes through continued or consistent behaviour. Design: A secondary analysis. Methods: Semi-structured interviews were conducted with 20 healthcare professionals in a single joint-replacement centre in Finland during autumn 2018. NVivo software was used for deductive and inductive coding. The open codes were also calculated. The consolidated criteria for reporting qualitative research were followed. Results: Gamification opportunities were identified related to six dimensions: accomplishment, challenge, competition, guided, playfulness and social experience. Based on the frequencies of the coded content, most opportunities for gamification can be identified in the context of personalised counselling, monitoring and social support. Conclusions: Several opportunities for gamification were identified and quantified. While various needs and limitations need to be considered when developing digital gamified solutions and more research into the effectiveness of such solutions will be required, the current study opens possible future avenues for exploring the use of gamification in lower limb joint replacement journey and other specialisms. Relevance to clinical practice: This study provides an important insight into healthcare professionals’ views of the current state of the total hip and knee arthroplasty journey and the potential for its development. In addition, it pinpoints the biggest opportunities for gamified services in the context of personalised counselling, monitoring and social support. Despite the focus of this secondary analysis being on the arthroplasty journey, the findings can also be generalised in other surgical journeys.
KW - arthroplasty
KW - gamification
KW - patient journey
UR - http://www.scopus.com/inward/record.url?scp=85083088167&partnerID=8YFLogxK
U2 - 10.1111/jocn.15246
DO - 10.1111/jocn.15246
M3 - Article
AN - SCOPUS:85083088167
SN - 0962-1067
VL - 29
SP - 2338
EP - 2351
JO - Journal of Clinical Nursing
JF - Journal of Clinical Nursing
IS - 13-14
ER -