Jansson, M, Koivisto, J, Pikkarainen, M. 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; 29: 2338– 2351. https://doi.org/10.1111/jocn.15246
Identified opportunities for gamification in the elective primary fast‐track total hip and knee arthroplasty journey : secondary analysis of healthcare professionals’ interviews
|Author:||Jansson, Miia1,2; Koivisto, Jonna3; Pikkarainen, Minna1,4,5|
1Research Group of Medical Imaging, Physics and Technology, University of Oulu, Oulu, Finland
2Oulu University Hospital, Oulu, Finland
3Faculty of Information Technology and Communication Sciences, Tampere University, Tampere, Finland
4Martti Ahtisaari Institute, Oulu Business School, Oulu University, Oulu, Finland
5VTT, Technical Research Centre of Finland, Oulu, Finland
|Online Access:||PDF Full Text (PDF, 1 MB)|
|Persistent link:|| http://urn.fi/urn:nbn:fi-fe2020062445539
John Wiley & Sons,
|Publish Date:|| 2020-06-24
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.
Journal of clinical nursing
|Pages:||2338 - 2351|
|Type of Publication:||
A1 Journal article – refereed
|Field of Science:||
3121 General medicine, internal medicine and other clinical medicine
217 Medical engineering
This study was financially supported by the Business Finland which is also gratefully acknowledged.
© 2020 The Authors. Journal of Clinical Nursing published by John Wiley & Sons Ltd. This is an open access article under the terms of the Creative Commons Attribution License, which permits use, distribution and reproduction in any medium, provided the original work is properly cited.