Use of In-Game Rewards to Motivate Daily Self-Report Compliance: Randomized Controlled Trial.

Background: Encouraging individuals to report daily information such as unpleasant disease symptoms, daily activities and behaviors, or aspects of their physical and emotional state is difficult but necessary for many studies and clinical trials that rely on patient-reported data as primary outcomes...

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Publicado en:Journal of Medical Internet Research Vol. 21; no. 1; pp. 38 - 39
Autores principales: Taylor, Sara, Ferguson, Craig, Fengjiao Peng, Schoeneich, Magdalena, Picard, Rosalind W., Peng, Fengjiao
Formato: research Journal Article
Publicado: JMIR Publications Inc. Jan2019
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Jan2019
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      pub: JMIR Publications Inc.
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        atl: Use of In-Game Rewards to Motivate Daily Self-Report Compliance: Randomized Controlled Trial.
      aug:
        au:
          Taylor, Sara
          Ferguson, Craig
          Fengjiao Peng
          Schoeneich, Magdalena
          Picard, Rosalind W.
          Peng, Fengjiao
        affil: Affective Computing Group, Department of Media Arts and Sciences, Massachusetts Institute of Technology, Cambridge, MA, United States
      sug:
        subj:
          Self Report Standards
          Mobile Applications Trends
          Video Games Psychosocial Factors
          Patient Compliance
          Male
          Young Adult
          Female
          Human
          Motivation
          Child
          Adult
          Adolescence
          Reward
          Validation Studies
          Comparative Studies
          Evaluation Research
          Multicenter Studies
          Scales
          Short Portable Mental Status Questionnaire
          Child: 6-12 years
          Adult: 19-44 years
          Adolescent: 13-18 years
          Male
          Female
      ab: Background: Encouraging individuals to report daily information such as unpleasant disease symptoms, daily activities and behaviors, or aspects of their physical and emotional state is difficult but necessary for many studies and clinical trials that rely on patient-reported data as primary outcomes. Use of paper diaries is the traditional method of completing daily diaries, but digital surveys are becoming the new standard because of their increased compliance; however, they still fall short of desired compliance levels.Objective: Mobile games using in-game rewards offer the opportunity to increase compliance above the rates of digital diaries and paper diaries. We conducted a 5-week randomized control trial to compare the completion rates of a daily diary across 3 conditions: a paper-based participant-reported outcome diary (Paper PRO), an electronic-based participant-reported outcome diary (ePRO), and a novel ePRO diary with in-game rewards (Game-Motivated ePRO).Methods: We developed a novel mobile game that is a combination of the idle and pet collection genres to reward individuals who complete a daily diary with an in-game reward. Overall, 197 individuals aged 6 to 24 years (male: 100 and female: 97) were enrolled in a 5-week study after being randomized into 1 of the 3 methods of daily diary completion. Moreover, 157 participants (male: 84 and female: 69) completed at least one diary and were subsequently included in analysis of compliance rates.Results: We observed a significant difference (F2,124=6.341; P=.002) in compliance to filling out daily diaries, with the Game-Motivated ePRO group having the highest compliance (mean completion 86.4%, SD 19.6%), followed by the ePRO group (mean completion 77.7%, SD 24.1%), and finally, the Paper PRO group (mean completion 70.6%, SD 23.4%). The Game-Motivated ePRO (P=.002) significantly improved compliance rates above the Paper PRO. In addition, the Game-Motivated ePRO resulted in higher compliance rates than the rates of ePRO alone (P=.09). Equally important, even though we observed significant differences in completion of daily diaries between groups, we did not observe any statistically significant differences in association between the responses to a daily mood question and study group, the average diary completion time (P=.52), or the System Usability Scale score (P=.88).Conclusions: The Game-Motivated ePRO system encouraged individuals to complete the daily diaries above the compliance rates of the Paper PRO and ePRO without altering the participants' responses.Trial Registration: ClinicalTrials.gov NCT03738254; http://clinicaltrials.gov/ct2/show/NCT03738254 (Archived by WebCite at http://www.webcitation.org/74T1p8u52).
      pubtype: Academic Journal
      doctype:
        research
        Journal Article
      ougenre: Article
    language: English
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