2017
DOI: 10.2196/jmu.v6i3.9437
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More Stamina, a Gamified mHealth Solution for Persons with Multiple Sclerosis: Research Through Design

Abstract: Background: Multiple sclerosis (MS) is one of the world's most common neurologic disorders. Fatigue is one of most common symptoms that persons with MS experience, having significant impact on their quality of life and limiting their activity levels. Self-management strategies are used to support them in the care of their health. Mobile health (mHealth) solutions are a way to offer persons with chronic conditions tools to successfully manage their symptoms and problems. Gamification is a current trend among mH… Show more

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Cited by 3 publications
(4 citation statements)
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“…While there are fatigue management apps for other conditions such as cancer ( Spahrkäs et al, 2020 ), to our knowledge there is currently only one other mobile app (‘More Stamina’) that focuses on fatigue management in MS ( Giunti et al, 2018b ). ‘More Stamina’ is a task organisation tool that incorporates energy management and energy profiling, using the concept of “stamina credits”, to minimise the impact of fatigue in users' day-to-day lives.…”
Section: Discussionmentioning
confidence: 99%
“…While there are fatigue management apps for other conditions such as cancer ( Spahrkäs et al, 2020 ), to our knowledge there is currently only one other mobile app (‘More Stamina’) that focuses on fatigue management in MS ( Giunti et al, 2018b ). ‘More Stamina’ is a task organisation tool that incorporates energy management and energy profiling, using the concept of “stamina credits”, to minimise the impact of fatigue in users' day-to-day lives.…”
Section: Discussionmentioning
confidence: 99%
“…The costs for such a system would be contained, while improvements through immediate access to expert input may substantially improve the quality of care and of life for pwMS. 37 Not least, these platforms should be specifically designed to account for patients’ characteristics, not only in terms of MS-related disability but also for their literacy (traditional and computer specific) and propensity to digital media use. 38…”
Section: Digital Health Case Manager: a New Figure In E-health Managementioning
confidence: 99%
“…Computer-assisted qualitative analysis was performed using a thematic label framework based on the heuristics for medical device evaluation [21]. After data familiarization and iterative coding in data of two participants, the framework was complemented with additional relevant labels of the relevant themes from the model for user acceptance of technology [22] and serious gaming components [14,18].…”
Section: Qualitative Analysismentioning
confidence: 99%
“…Reliable and widely accepted usability testing methods, such as the think-aloud protocol and retrospective interviews, facilitate insight into usability issues (barriers) through observations of interface interaction [13]. Specifically, user-centered testing has been used for gamified health interventions [14] and biofeedback-assisted systems [15].…”
Section: Introductionmentioning
confidence: 99%