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

Use of In-Game Rewards to Motivate Daily Self-Report Compliance: Randomized Controlled Trial
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使用游戏内奖励来激励每日自我报告合规性:随机对照试验

DOI:
10.2196/11683
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发表时间:
2019
影响因子:
7.4
通讯作者:
Rosalind W. Picard
Rosalind W. Picard
中科院分区:
医学2区
文献类型:
--
作者:
Sara Taylor;Craig Ferguson;Fengjiao Peng;M. Schoeneich;Rosalind W. Picard

文献摘要

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鼓励个人报告日常信息,如不愉快的疾病症状,日常活动和行为,或他们的身体和情绪状态的方面是困难的,但对于许多依赖于患者报告数据作为主要结局的研究和临床试验是必要的。使用纸质日记是完成日常日记的传统方法,但数字调查由于其合规性提高而成为新的标准;然而,它们仍然没有达到理想的合规水平。目的:使用游戏内奖励的手机游戏提供了比数字日记和纸质日记更高的依从率的机会。我们进行了一项为期5周的随机对照试验,比较了3种情况下每日日记的完成率:纸质参与者报告结局日记(Paper PRO),电子参与者报告结局日记(ePRO)和带有游戏奖励的新型ePRO日记(游戏激励ePRO)。方法:我们开发了一种新颖的移动的游戏,它结合了空闲和宠物收集类型,以奖励那些完成每日日记的人。总体而言,197名6至24岁的受试者(男性:100名,女性:97名)在随机分配至3种每日日记完成方法之一后入组了一项为期5周的研究。此外,157名参与者(男性:84名,女性:69名)完成了至少一份日记,随后被纳入依从率分析。结果两组比较有显著性差异(F2,124=6.341; P= 0.002),游戏驱动的ePRO组的依从性最高(平均完成率86.4%,SD 19.6%),其次是ePRO组(平均完成率77.7%,SD 24.1%),最后是纸质PRO组(平均完成率70.6%,SD 23.4%)。游戏驱动的ePRO(P= 0.002)显著提高了纸质PRO的依从率。此外,游戏驱动的ePRO的依从率高于单独使用ePRO的依从率(P= 0.09)。同样重要的是,尽管我们观察到两组之间在完成每日日记方面存在显著差异,但我们没有观察到对每日情绪问题的回答与研究组之间的任何统计学显著差异,平均日记完成时间(P=.52)或系统可用性量表评分(P=.88)。结论:游戏驱动的ePRO系统鼓励个人完成每日日记,高于纸质PRO和ePRO的依从率,而不改变参与者的反应。试验注册ClinicalTrials.gov NCT 03738254; http://clinicaltrials.gov/ct2/show/NCT03738254(由WebCite存档,网址为http://www.webcitation.org/74T1p8u52)
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)