Accepted for/Published in: JMIR Rehabilitation and Assistive Technologies
Date Submitted: Mar 10, 2024
Date Accepted: Jul 22, 2024
Investigating Challenges in Implementing a Digital Play Intervention in a Complex Organization Across Pediatric Departments: Non-Randomized Controlled Feasibility Trial
Background:
Patients and healthcare providers can use playful digital games in a hospital setting to increase motivation and distract patients during painful procedures. Future digital interventions for paediatric hospitalisation must do more than distract; they must also encourage socialisation and promote physical activity, e.g. by exploring novel interactive approaches to boost motivation.
Objective:
The pilot study investigated the feasibility of a non-randomised controlled trial (non-RCT) assessing a new digital play intervention, Monster Gardener, that aims to motivate and increase physical activity for children and adolescents in a hospital.
Methods:
This feasibility study was a non-RCT conducted from October to December 2023. We recruited hospitalised children, 7–17 years of age, and healthcare professionals from four paediatric departments at Copenhagen University Hospital – Rigshospitalet, Denmark. The children were allocated to intervention and control groups. Data collection included physical activity data measured with accelerometers, data on app use, and usability questionnaires completed by participants and healthcare professionals. The control group received usual care and accelerometer measurements, while the intervention group received accelerometer measurements plus was invited to play Monster Gardener. We applied Bowen et al.’s eight focus areas to describe and evaluate the app’s feasibility.
Results:
Twenty-two children and adolescents from three paediatric departments agreed to participate. Our main findings, based on Bowen et al’s framework, were: 1) acceptability: prolonged recruitment due to fewer hospital stays more than 24 hours than expected; 2) demand: software coding error in the app prevented data registration, causing a potentially major risk of data loss; 3) practicality: Monster Gardener was incompatible with certain mobile phones, and discomfort from the adhesive plasters used to attach the accelerometer led to early removal by one third of participants; 4) implementation: technical problems and perceived complexity hindered successful app deployment; 5) adaptation: the app demonstrated adaptability across different departments; 6) integration: enhanced information sessions with the healthcare professionals were needed prior to data collection, and participants were too exhausted and overwhelmed by consultations, blood tests, examinations, and pain and nausea from surgical procedures to use the app; 7) expansion: app facilitation requires additional resources, posing a challenge given limited availability of staff; and 8) limited-efficacy testing: participants were inactive 22 hours a day and data loss limited efficacy testing.
Conclusions:
The digital play intervention showed that Monster Gardener can potentially motivate children to be physically active during paediatric hospitalisation; however, when using Bowen et al.’s framework, the current version was deemed infeasible for implementation in an RCT. Various organisational, technological, and practical issues must be addressed to improve the intervention prior to effectiveness testing. Future studies should use simpler digital play interventions and invite end users’ active involvement in developing the intervention.
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