Abstract
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. 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. A secondary analysis. 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. 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. 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. 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.
Highlights
Arthroplasty is one of the most common orthopaedic surgeries performed to treat patients with end-stage osteoarthritis by providing improved function (Price et al, 2010), reduced pain and enhanced health-related quality of life while being cost-effective (Dakin, Gray, Fitzpatrick, MacLennan, Murray, 2012)
In the 10–20 years, the number of total knee arthroplasty (TKA) and total hip arthroplasty (THA) operations are predicted to increase considerably, due to the ageing population, and due to increasing numbers of lower-limb joint replacements being conducted on patients younger than 60 years old (Culliford et al, 2015; Kurtz, Ong, Lau, Mowat, & Halpern, 2007)
In order to improve the management of their situation, the patients need to be more involved in their care at home after discharge. This secondary analysis is a part of a larger R&D project that co-develops a digital patient journey solution into an elective primary fast-track THA/TKA journey together with patients undergoing THA/TKA, patients who have undergone THA/TKA, healthcare professionals, researchers and health tech companies
Summary
Arthroplasty is one of the most common orthopaedic surgeries performed to treat patients with end-stage osteoarthritis by providing improved function (Price et al, 2010), reduced pain and enhanced health-related quality of life while being cost-effective (Dakin, Gray, Fitzpatrick, MacLennan, Murray, 2012). We have examined the needs of healthcare professionals (Jansson, Harjumaa, Puhto, & Pikkarainen, 2019) and patients (Jansson, Harjumaa, Puhto, & Pikkarainen, 2020), and modified and integrated the existing eHealth solutions to meet the needs of different stakeholders In this secondary analysis, we concentrate only on the identified opportunities for gamification in the selected context in order to support patients’ health-related behaviour through gameful experiences. Well-designed games are known to support intrinsic motivation as a result of the satisfaction of the basic psychological needs of autonomy, competence and relatedness (Johnson et al, 2016; Rigby, 2014; Ryan, Rigby, & Przybylski, 2006). These experiences evoked by games have often been referred to as gameful experiences (Landers et al, 2018; Högberg et al, 2019)
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