150 Participants Needed

Gamification for Hospital Mobility Improvement

(Level Up Trial)

RG
KM
Overseen ByKirstin Manges, PhD
Age: 18+
Sex: Any
Trial Phase: Academic
Sponsor: University of Pennsylvania
No Placebo GroupAll trial participants will receive the active study treatment (no placebo)

Trial Summary

Do I need to stop my current medications for this trial?

The trial protocol does not specify whether you need to stop taking your current medications. It seems focused on monitoring physical activity, so it's likely you can continue your medications, but you should confirm with the study team.

What data supports the effectiveness of the treatment Gamification Intervention for hospital mobility improvement?

Gamification has been shown to effectively engage and motivate both patients and healthcare professionals, leading to improved health-related behaviors and outcomes. For example, gamification strategies have successfully reduced severe sepsis mortality by motivating clinicians to adopt better care practices, and have increased patient engagement in health behaviors during surgery recovery.12345

Is gamification generally safe for use in healthcare settings?

There is no specific safety data available for gamification in healthcare settings from the provided research articles.12678

How does the gamification treatment for hospital mobility improvement differ from other treatments?

This treatment is unique because it uses gamification (applying game-like elements) to motivate and engage patients in improving their mobility during hospital stays, which is different from traditional physical therapy methods that do not incorporate game-based strategies.247910

What is the purpose of this trial?

Low mobility is a mediator for poor outcomes of hospital care. Wearable devices will be used and 2-way texting via patient smartphones to monitor patients' physical activity during hospitalization with and without gamification to improve patient adherence to existing guidance on recommended activity. After discharge, investigators will assess patient care utilization (SNF, inpatient vs home rehab, ED visits, readmission) and conduct validated surveys on patient function at 30 days after discharge.

Research Team

RG

Ryan Greysen, MD, MHS, MA

Principal Investigator

University of Pennsylvania

Eligibility Criteria

This trial is for hospital patients aged 50 or older with conditions like diabetes, heart disease, or obesity. They must be able to consent, have daily access to a smartphone (or use one provided), and not be in another activity study. Their mobility scores should indicate they can safely do physical activities.

Inclusion Criteria

I can move around well enough on my own.
I am currently admitted to a hospital's medicine or cardiology department.
I am 50 years old or older.

Exclusion Criteria

I don't use a smartphone daily and am not willing to use one provided for the study.
I may need help with moving around due to my low mobility scores.
Are already enrolled in another physical activity study
See 2 more

Timeline

Screening

Participants are screened for eligibility to participate in the trial

1 week

Treatment

Participants are monitored for physical activity using a Fitbit watch during hospitalization, with gamification intervention for the experimental group

5 days
Inpatient stay

Follow-up

Participants' physical activity and functional status are assessed post-discharge, with data collection continuing for 30 days

30 days

Treatment Details

Interventions

  • Gamification Intervention
Trial Overview The study tests if adding game-like elements (gamification) to monitoring devices increases patient movement in the hospital. It compares regular guidance with enhanced gamified feedback using wearables and texting, then tracks post-discharge health care use and function.
Participant Groups
2Treatment groups
Experimental Treatment
Active Control
Group I: Gamification InterventionExperimental Treatment1 Intervention
Participants will be recruited during an inpatient stay and given a Fitbit watch that will transmit data to the Way to Health study platform. Intervention patients will receive daily text messages to help them set goals, receive feedback and support on their progress towards daily goals, and receive points for daily goals achieved. Data will continue to be collected for 30 days after discharge.
Group II: ControlActive Control1 Intervention
Participants will be recruited during an inpatient stay and given a Fitbit watch that will transmit data to the Way to Health study platform. Control participants' steps will be passively monitored. Data will continue to be collected for 30 days after discharge.

Find a Clinic Near You

Who Is Running the Clinical Trial?

University of Pennsylvania

Lead Sponsor

Trials
2,118
Recruited
45,270,000+

Findings from Research

A qualitative study involving caregivers of pediatric patients revealed that a game-based strategy effectively engaged parents in understanding and promoting patient safety actions.
The game not only facilitated knowledge transfer about patient safety but also positively changed caregivers' perceptions and behaviors, encouraging them to be more active participants in their child's care.
Ludic strategy for promoting engagement of parents and caregivers in the safety of pediatric patients.Gonçalves, KMM., Costa, MTTCA., Silva, DCB., et al.[2021]
Digital health interventions, such as mobile apps and electronic health records, can enhance patient safety for children and their parents by providing preventive measures and risk management strategies, as identified in a scoping review of 13 studies.
These interventions can improve the continuity of care from hospitalization to home, thereby increasing children's safety and quality of care through better engagement with healthcare providers after discharge.
Digital health intervention on patient safety for children and parents: A scoping review.Park, J., Jeon, H., Choi, EK.[2023]

References

A gamified mobile health intervention for children in day surgery care: Protocol for a randomized controlled trial. [2022]
Identified opportunities for gamification in the elective primary fast-track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals' interviews. [2020]
Gamification as a strategy to engage and motivate clinicians to improve care. [2022]
Identified gamification opportunities for digital patient journey solution during an arthroplasty journey: secondary analysis of patients' interviews. [2022]
How can information systems provide support to nurses' hand hygiene performance? Using gamification and indoor location to improve hand hygiene awareness and reduce hospital infections. [2018]
Ludic strategy for promoting engagement of parents and caregivers in the safety of pediatric patients. [2021]
An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Antimicrobial Resistance: Protocol of a Randomized Controlled Trial. [2023]
Digital health intervention on patient safety for children and parents: A scoping review. [2023]
Motivations and barriers to engagement with a technology-enabled community wide physical activity intervention. [2020]
Applying Game Thinking to Slips, Trips and Falls Prevention. [2018]
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