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Accepted for/Published in: JMIR Formative Research

Date Submitted: Dec 19, 2022
Date Accepted: Aug 31, 2023

The final, peer-reviewed published version of this preprint can be found here:

A Digital Gaming Intervention to Strengthen the Social Networks of Older Dutch Adults: Mixed Methods Process Evaluation of a Digitally Conducted Randomized Controlled Trial

Janssen J, Châtel B, Den Heijer P, Tieben R, Deen M, Corten R, Peeters G, Olde Rikkert M

A Digital Gaming Intervention to Strengthen the Social Networks of Older Dutch Adults: Mixed Methods Process Evaluation of a Digitally Conducted Randomized Controlled Trial

JMIR Form Res 2023;7:e45173

DOI: 10.2196/45173

PMID: 37862093

PMCID: 10625069

Warning: This is an author submission that is not peer-reviewed or edited. Preprints - unless they show as "accepted" - should not be relied on to guide clinical practice or health-related behavior and should not be reported in news media as established information.

A Digital Gaming Intervention to Strengthen the Social Networks of Dutch Older Adults: Process Evaluation of a Randomized Controlled Trial

  • Jeroen Janssen; 
  • Bas Châtel; 
  • Pepijn Den Heijer; 
  • Rob Tieben; 
  • Menno Deen; 
  • Rense Corten; 
  • Geeske Peeters; 
  • Marcel Olde Rikkert

ABSTRACT

Background:

With the digitalization of society and increasing loneliness due to population aging, the potential for digital loneliness interventions is growing. This article describes the mixed methods process evaluation of a digitally conducted randomized controlled trial, evaluating a mobile gaming application newly designed to improve the social connectedness of community-dwelling older adults.

Objective:

This paper aims to evaluate a social gaming application in community-dwelling older adults through a mixed-methods process evaluation of a digitally conducted randomized controlled trial (RCT).

Methods:

The RCT compared two gaming conditions with a control group. We included adults aged 65 years and over. The process evaluation involved a focus group and semi-structured interviews with the RCT participants and welfare organizations to explore barriers and facilitators for app usage and gameplay and analyzed questionnaire adherence, game engagement, network measures, and retention.

Results:

Of the 372 people who signed up for the RCT, 76 adults installed the app and signed informed consent, of whom 33 were 65+. The baseline completion rate of questionnaires was 36%, rapidly declining during follow-up. Participants experienced the app differently, varying from engaging to too simple or too complex. Participants suggested challenging and competitive games with increasing difficulty levels. Repeated instruction and in-person and personal contact were deemed essential to reach and engage the intended population.

Conclusions:

Conducting a digital trial of a social gaming intervention for older adults is a great challenge. Evaluation of future digital gaming interventions should start with small-scale studies with personal contact and fewer questionnaires. Clinical Trial: ClinicalTrials.gov NCT04733898


 Citation

Please cite as:

Janssen J, Châtel B, Den Heijer P, Tieben R, Deen M, Corten R, Peeters G, Olde Rikkert M

A Digital Gaming Intervention to Strengthen the Social Networks of Older Dutch Adults: Mixed Methods Process Evaluation of a Digitally Conducted Randomized Controlled Trial

JMIR Form Res 2023;7:e45173

DOI: 10.2196/45173

PMID: 37862093

PMCID: 10625069

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