EconPapers    
Economics at your fingertips  
 

Gamification of Orthodontic Treatment with Personalised Facemasks: Enhancing Patient Compliance Through Playful Engagement

Patrizia Marti (), Giulia Teverini, Cecilia Goracci and Lorenzo Franchi
Additional contact information
Patrizia Marti: Department of Social, Political and Cognitive Science, University of Siena, 53100 Siena, Italy
Giulia Teverini: Department of Social, Political and Cognitive Science, University of Siena, 53100 Siena, Italy
Cecilia Goracci: Department of Medical Biotechnologies, University of Siena, 53100 Siena, Italy
Lorenzo Franchi: Department of Experimental and Clinical Medicine, University of Florence, 50121 Florence, Italy

Future Internet, 2024, vol. 16, issue 12, 1-25

Abstract: Class III malocclusions, a dentofacial deformity requiring early intervention, pose significant challenges due to the need for prolonged use of facemasks by young patients. The SuperPowerMe project aims to improve compliance with the orthodontic treatment by integrating personalised, sensor-equipped facemasks with gamification. Through a design thinking process, the facemasks were custom-fitted using 3D facial scanning and 3D-printed with biocompatible materials to ensure comfort and ergonomic fit. Sensors embedded in the mask monitored wear time, and data collected were used to engage children in a video game allowing children to progress through game challenges as they complied with the treatment. Observational studies were conducted, evaluating patients’ adherence and comfort levels. The results indicated a substantial increase in daily wear time and patient satisfaction, with self-reported compliance closely matching sensor data. The personalised design and gamified elements fostered higher patient autonomy over the treatment period, although minor technical issues with the facemasks were noted. In conclusion, the results suggest that gamification paired with custom devices holds promise as a strategy for improving adherence to long-term orthodontic treatments in children. Further refinement of the system and broader trials are promoted to fully validate the efficacy of therapy gamification.

Keywords: personalised medical devices; sensor-equipped facemasks; gamification; custom facemasks; 3D facial scanning; wear time monitoring; paediatric orthodontics; Class III malocclusion (search for similar items in EconPapers)
JEL-codes: O3 (search for similar items in EconPapers)
Date: 2024
References: View complete reference list from CitEc
Citations:

Downloads: (external link)
https://www.mdpi.com/1999-5903/16/12/446/pdf (application/pdf)
https://www.mdpi.com/1999-5903/16/12/446/ (text/html)

Related works:
This item may be available elsewhere in EconPapers: Search for items with the same title.

Export reference: BibTeX RIS (EndNote, ProCite, RefMan) HTML/Text

Persistent link: https://EconPapers.repec.org/RePEc:gam:jftint:v:16:y:2024:i:12:p:446-:d:1533062

Access Statistics for this article

Future Internet is currently edited by Ms. Grace You

More articles in Future Internet from MDPI
Bibliographic data for series maintained by MDPI Indexing Manager ().

 
Page updated 2025-03-19
Handle: RePEc:gam:jftint:v:16:y:2024:i:12:p:446-:d:1533062