Identified opportunities for gamification in the elective primary fast-track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals' interviews

J Clin Nurs. 2020 Jul;29(13-14):2338-2351. doi: 10.1111/jocn.15246. Epub 2020 Apr 12.

Abstract

Aims and objectives: To identify opportunities for gamification in the elective primary fast-track total hip and knee arthroplasty journey in order to support patients' health-related behaviour.

Background: Gamification provides an opportunity to increase engagement in a given health behaviour and, eventually, the possibility of reaching improved outcomes through continued or consistent behaviour.

Design: A secondary analysis.

Methods: Semi-structured interviews were conducted with 20 healthcare professionals in a single joint-replacement centre in Finland during autumn 2018. NVivo software was used for deductive and inductive coding. The open codes were also calculated. The consolidated criteria for reporting qualitative research were followed.

Results: Gamification opportunities were identified related to six dimensions: accomplishment, challenge, competition, guided, playfulness and social experience. Based on the frequencies of the coded content, most opportunities for gamification can be identified in the context of personalised counselling, monitoring and social support.

Conclusions: Several opportunities for gamification were identified and quantified. While various needs and limitations need to be considered when developing digital gamified solutions and more research into the effectiveness of such solutions will be required, the current study opens possible future avenues for exploring the use of gamification in lower limb joint replacement journey and other specialisms.

Relevance to clinical practice: This study provides an important insight into healthcare professionals' views of the current state of the total hip and knee arthroplasty journey and the potential for its development. In addition, it pinpoints the biggest opportunities for gamified services in the context of personalised counselling, monitoring and social support. Despite the focus of this secondary analysis being on the arthroplasty journey, the findings can also be generalised in other surgical journeys.

Keywords: arthroplasty; gamification; patient journey.

MeSH terms

  • Arthroplasty, Replacement, Hip / nursing
  • Arthroplasty, Replacement, Hip / psychology*
  • Arthroplasty, Replacement, Knee / nursing
  • Arthroplasty, Replacement, Knee / psychology*
  • Elective Surgical Procedures / nursing
  • Elective Surgical Procedures / psychology
  • Finland
  • Health Behavior
  • Humans
  • Qualitative Research

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