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Gamification Concepts to Promote and Maintain Therapy Adherence in Children with Growth Hormone Deficiency

Sally Radovick, Eli Hershkovitz, Aline Kalisvaart, Marco Koning, Kristine Paridaens and Maged N. Kamel Boulos
Additional contact information
Sally Radovick: Department of Pediatrics, Rutgers-Robert Wood Johnson Medical School, New Brunswick, NJ 08901, USA
Eli Hershkovitz: Pediatric Endocrinology Unit, Soroka Medical Center & Faculty of Health Sciences, Ben-Gurion University, Beer Sheva 85025, Israel
Aline Kalisvaart: Kind-Visie, 3571 VA Utrecht, The Netherlands
Marco Koning: StoryConnect, 6708 PW Wageningen, The Netherlands
Kristine Paridaens: Ferring Pharmaceuticals, 1162 Saint Prex, Switzerland
Maged N. Kamel Boulos: Moray College, University of the Highlands and Islands, Elgin IV30 1JJ, UK

J, 2018, vol. 1, issue 1, 1-10

Abstract: Growth hormone (GH) deficiency affects up to one in 4000 children and is usually treated with daily injections of GH whilst the child is still growing. With children typically diagnosed at around five years old, this can mean over 10 years of therapy, which can place a considerable burden on the child and the parent. Over three-quarters of children are estimated to be not fully compliant with therapy, which can compromise their chances of attaining their target height. In recent years, interactive mobile health (smart phone or tablet) interventions using game-like concepts, so called ‘gamification’, have increased in popularity and have demonstrated success in promoting positive self-management behaviour in children with chronic conditions, such as diabetes. The application of gamified interventions has the potential to support adherence to therapy and positive behaviour in children with GH deficiency in a number of ways: (1) By providing education in a format that the child understands and accepts (e.g., using behavioural constructs to facilitate explaining why adherence is important); (2) By providing a mechanism to reduce the anxiety and stress associated with administering the injection (e.g., diversion with a virtual pet); and (3) By providing feedback to encourage ongoing engagement (e.g., rewards, progression through levels).

Keywords: app; somatotropin; serious games; gamification; digital; mobile health (search for similar items in EconPapers)
JEL-codes: I1 I10 I12 I13 I14 I18 I19 (search for similar items in EconPapers)
Date: 2018
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