2019
DOI: 10.2196/11683
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Use of In-Game Rewards to Motivate Daily Self-Report Compliance: Randomized Controlled Trial

Abstract: 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 de… Show more

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Cited by 28 publications
(21 citation statements)
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“…Several studies have shown that digital/online diaries improve the compliance significantly compared to traditional paper diaries; however, they still fall short of desired compliance levels [20]. Another study showed that use of rewards in mobile games increases compliance compared to electronic participant-reported outcome diaries without in-game rewards [21]. The adherence was very high in the present study and more than 90% completed the weekly tasks.…”
Section: Plos Onecontrasting
confidence: 47%
“…Several studies have shown that digital/online diaries improve the compliance significantly compared to traditional paper diaries; however, they still fall short of desired compliance levels [20]. Another study showed that use of rewards in mobile games increases compliance compared to electronic participant-reported outcome diaries without in-game rewards [21]. The adherence was very high in the present study and more than 90% completed the weekly tasks.…”
Section: Plos Onecontrasting
confidence: 47%
“…There have been multiple efforts Some researchers have tried to reduce the burden on the user by incorporating ESM more seamlessly into their daily pipelines, for example, by placing it in the phone unlock screen [5]. Other researchers have designed engaging games, making short questionnaires part of the game flow, and have validated ESM responses captured in the game in comparison to the traditional setting [6].…”
Section: Related Workmentioning
confidence: 99%
“…Another recommendation, which relates to the technological choices influencing the feasibility of the methods, is to include gamification techniques (eg, scoring points, winning prizes, and solving puzzles) as part of the study dynamics, which can provide an incentive for users to contribute data along the study duration and complete the study [ 69 , 70 ].…”
Section: Discussionmentioning
confidence: 99%