2023
DOI: 10.2196/43047
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A Gamified Real-time Video Observed Therapies (GRVOTS) Mobile App via the Modified Nominal Group Technique: Development and Validation Study

Abstract: Background The success rate of tuberculosis (TB) treatment in Malaysia remains below the recommended World Health Organization target of 90% despite the implementation of directly observed therapy, short-course, a physical drug monitoring system, since 1994. With increasing numbers of patients with TB in Malaysia defaulting on treatment, exploring another method to improve TB treatment adherence is vital. The use of gamification and real-time elements via video-observed therapies in mobile apps is … Show more

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Cited by 5 publications
(2 citation statements)
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“…Modern technologies allowing patients to take drugs under supervision [52,57,62], on prompts from human operators [58] or upon the advice of programmed computer systems [59][60][61] are becoming the new normal. However, with all the networked means of monitoring therapy, a new approach to maximising compliance among patients may be to merge these solutions with various technological means of influence in an attempt to maximise effectiveness through the gamification of therapy, transforming it into a positively engaging contest of sorts, where scores are kept and compared with others, while positive or negative points can be gained for fulfilling therapy-related tasks in a timely manner [103], and task-related and score-related feedback, motivation and incentives can be received [104]. Gamification-based interventions have been used with the aim of modifying habits of significance for public health, including, at first, short-term smoking abstinence [105] and then smoking cessation [106].…”
Section: Discussionmentioning
confidence: 99%
“…Modern technologies allowing patients to take drugs under supervision [52,57,62], on prompts from human operators [58] or upon the advice of programmed computer systems [59][60][61] are becoming the new normal. However, with all the networked means of monitoring therapy, a new approach to maximising compliance among patients may be to merge these solutions with various technological means of influence in an attempt to maximise effectiveness through the gamification of therapy, transforming it into a positively engaging contest of sorts, where scores are kept and compared with others, while positive or negative points can be gained for fulfilling therapy-related tasks in a timely manner [103], and task-related and score-related feedback, motivation and incentives can be received [104]. Gamification-based interventions have been used with the aim of modifying habits of significance for public health, including, at first, short-term smoking abstinence [105] and then smoking cessation [106].…”
Section: Discussionmentioning
confidence: 99%
“…This is the direction that can be considered. Indeed, the current application of gami cation primarily focuses on enhancing motivation for engagement in interventions or behavior change [51][52][53] , without considering how gami cation could serve other behavior change drivers, such as capability and opportunity. This oversight may lead to the inability to maximize its effectiveness [15] .…”
Section: Re Ective Motivation Factorsmentioning
confidence: 99%