gms | German Medical Science

64. Jahrestagung der Deutschen Gesellschaft für Medizinische Informatik, Biometrie und Epidemiologie e. V. (GMDS)

Deutsche Gesellschaft für Medizinische Informatik, Biometrie und Epidemiologie

08. - 11.09.2019, Dortmund

A Mobile Application Enhancing Adherence to Rehabilitation: A Vision

Meeting Abstract

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  • Bianca Steiner - Peter L. Reichertz Institute for Medical Informatics of TU Braunschweig and Hannover Medical School, Braunschweig, Germany
  • Klaus-Hendrik Wolf - Peter L. Reichertz Institute for Medical Informatics of TU Braunschweig and Hannover Medical School, Braunschweig, Germany

Deutsche Gesellschaft für Medizinische Informatik, Biometrie und Epidemiologie. 64. Jahrestagung der Deutschen Gesellschaft für Medizinische Informatik, Biometrie und Epidemiologie e.V. (GMDS). Dortmund, 08.-11.09.2019. Düsseldorf: German Medical Science GMS Publishing House; 2019. DocAbstr. 16

doi: 10.3205/19gmds139, urn:nbn:de:0183-19gmds1394

Veröffentlicht: 6. September 2019

© 2019 Steiner et al.
Dieser Artikel ist ein Open-Access-Artikel und steht unter den Lizenzbedingungen der Creative Commons Attribution 4.0 License (Namensnennung). Lizenz-Angaben siehe http://creativecommons.org/licenses/by/4.0/.


Gliederung

Text

Introduction: Musculoskeletal diseases belong to the most common chronic diseases in Germany [1], [2]. The rehabilitative care of such diseases is composed of various interventions frequently in different healthcare institutions [3]. A key factor for successful rehabilitation is the adherence of patients [4]. However, only an average of 50% of all patients achieve good adherence [5]. Gamification has the potential to increase motivation and adherence in therapeutic settings [6]. There are various application systems existing, especially an increasing number of web and mobile applications (app) [7]. However, the focus is mostly only on a specific part of the rehabilitation process.

In this abstract, we present the vision of a possible future direction for the long-term management of rehabilitation processes by the patients themselves based on an app.

App-Vision: The project “Gamification Increasing Motivation to Rehabilitation for Patients with Musculoskeletal Diseases of the Shoulder” (GISMOR) aims to develop a holistic approach to increase the motivation and the patient empowerment and, thus, the adherence of patients with shoulder lesions during the entire rehabilitation process. To achieve this aim, four major work packages were defined: (1) process analysis, (2) analysis of motivation in the context of rehabilitation, (3) analysis of the usage of gamification in the context of rehabilitation and (4) formal modeling of the context between motivation and gamification dependent of the rehabilitation phase (conceptual framework). This approach shall serve as a basis for the implementation of several application systems, as for example the GISMOR-App.

The aim of the GISMOR-App is to engage patients with shoulder lesions playfully during the entire rehabilitation process (medical, bureaucratic, and organizational) in order to make the long-term management of the rehabilitation process by the patients themselves possible. Therefore, the app shall give the patients the opportunity to easily navigate themselves through the often challenging, confusing, and complicated rehabilitation process. This is to be pursued through the representation of the different rehabilitation phases, the related interventions and possible pathways (guidance), the provision of information and knowledge (education), the offering of possibilities to assess the patient’s condition and progress (self-assessment), as well as the motivation of patients by using various game design elements and supplementary methods (fun and rewards). Thereby, GISMOR gives timely advice and encouraging through rewards for small achievements.

Conclusion: With the help of the GISMOR-App, the vision of a possible future direction for the long-term management of rehabilitation processes by the patients themselves is demonstrated. The app gives patients the opportunity to easily navigate themselves through the rehabilitation process without the provision of a predetermined path in order to take the individual needs of a patient into account. To find their personalized, appropriate pathway, the patients shall be assisted by the usage of several game design elements. This promotes the basic human psychological needs, for example the “perceived competence” and the “experience of social integration”, with the overall aim to enhance motivation and adherence (Basic Psychological Needs Theory) [8].

The next step within the process of designing and implementing the GISMOR-App is the continuation of the theoretical work.

The authors declare that they have no competing interests.

The authors declare that an ethics committee vote is not required.


References

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