Loading…
Thursday, April 25 • 9:20am - 9:40am
Assessment of the ability of a web-based application with gamification to identify opportunities for healthcare intervention

Sign up or log in to save this to your schedule, view media, leave feedback and see who's attending!

Assessment of the ability of a web-based application with gamification to identify opportunities for healthcare intervention
Courtney Gamston; Joshua Hollingsworth; Brent Fox; Kimberly Braxton Lloyd
Auburn University Pharmaceutical Care Center - Auburn, AL

Background/Purpose: The aims of this study are (1) to develop an interactive, web-based application that consistently identifies opportunities for intervention in an ambulatory care pharmacy setting and (2) to determine the impact of gamification on the ability of a web-based application to identify intervention opportunities.

Methodology: In this prospective, randomized trial, a web-based application integrating intake paperwork with an algorithm to identify patient-specific intervention opportunities was developed. Patients were included if they were 19 years or older and excluded if they were presenting for an injection only. Patients completed intake forms using the application prior to their appointment. The application prompted patients to answer additional health questions and generated a list of potential interventions. Participants were randomized to one of two groups for the additional questions: (i.) Control: No elements of gamification, and (ii.) Experimental: Enhanced with elements of gamification including trivia questions, fun facts, a progress bar, a health knowledge score, and opportunity for rewards. Participants could opt out at any point. Suggested interventions were discussed, addressed, and documented for all patients that utilized the application during their appointment. This project was approved by the Auburn University IRB.

Results: Recruitment is ongoing. Preliminary data show females are 59.3% of participants, and Caucasians are 74.2%; average age was 42.7 (± 12.4) years. Most participants presented for a wellness screening. An average of 1.56 (± 1.66) interventions per patient (n=194 patients) were identified. The most commonly recommended interventions were need for vaccination, thyroid screening, and diet and exercise counseling.

Conclusions: Results demonstrate that a web-based application can consistently identify need for intervention. The impact of gamification is unknown at this time.

Presentation Objective: To assess the use of an application to identify need for health interventions.

Self-Assessment: What is one obstacle for determining the impact of the application?

Speakers

Thursday April 25, 2019 9:20am - 9:40am EDT
Olympia 2