A Digital Gaming Intervention to Strengthen the Social Networks of Older Dutch Adults: Mixed Methods Process Evaluation of a Digitally Conducted Randomized Controlled Trial.
Autor: | Janssen J; Department of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands., Châtel B; Department of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands., Den Heijer N; Department of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands., Tieben R; Games for Health, Eindhoven, Netherlands., Deen M; Super Menno Monster, Utrecht, Netherlands., Corten R; Department of Sociology / Interuniversity Center for Social Science Theory and Methodology, Utrecht University, Utrecht, Netherlands., Peeters G; Department of Geriatric Medicine, Radboud University Medical Center, Nijmegen, Netherlands.; Radboudumc Alzheimer Center, Radboud University Medical Center, Nijmegen, Netherlands., Olde Rikkert M; Radboudumc Alzheimer Center, Radboud University Medical Center, Nijmegen, Netherlands.; Department of Geriatric Medicine, Donders Institute for Brain, Cognition and Behaviour, Radboud University Medical Center, Nijmegen, Netherlands. |
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Jazyk: | angličtina |
Zdroj: | JMIR formative research [JMIR Form Res] 2023 Oct 20; Vol. 7, pp. e45173. Date of Electronic Publication: 2023 Oct 20. |
DOI: | 10.2196/45173 |
Abstrakt: | Background: Digital loneliness interventions for older adults are promising, yet conclusive evidence is lacking due to a lack of randomized controlled trials (RCTs) and difficulties with recruitment. Process evaluation of performed RCTs is essential to inform future interventions. Still, it is rarely carried out, resulting in an overly optimistic view of the impact of eHealth interventions on loneliness in older adults and options to conduct such research entirely remotely. Objective: We describe a mixed methods process evaluation of a digitally conducted RCT assessing the effectiveness of a mobile social gaming app to facilitate meaningful social interactions in older adults. Methods: We analyzed the questionnaire and game data of the RCT participants to evaluate recruitment and onboarding, intervention adherence, and intervention acceptability. The RCT participants were allocated either to the main group of older adults (aged 65 years or older) or the side group (aged between 18 and 64 years). The side group used networking to play with the older adults. We also conducted 6 post-RCT evaluation interviews and 1 focus group with a total of 4 RCT participants and 5 welfare organization representatives that aided in RCT recruitment. Results: In total, 371 people aged 18 years or older signed up for the RCT, of which 64% (238/371) were aged 65 years or older. Of the total sample, 20% (76/371) installed the app and signed informed consent, showing a large dropout during onboarding. The high number of questions was a relevant barrier for participants. Both questionnaire and gameplay adherence were low. Participants indicated that the games elicited contact and a feeling of togetherness and proposed challenging and competitive games with increasing difficulty levels. They suggested focusing on enjoying the games rather than administering questionnaires. Conclusions: Conducting a remote digital trial of a social gaming intervention for older adults is a great challenge. Remote recruitment and informed consent acquisition may often not result in sufficient participation. Personal engagement with fellow participants and researchers might be essential for adherence and enjoyment. Future digital gaming interventions should start with small-scale studies with in-person contact, repeated instructions, and fewer questionnaires. (©Jeroen Janssen, Bas Châtel, Nora Den Heijer, Rob Tieben, Menno Deen, Rense Corten, Geeske Peeters, Marcel Olde Rikkert. Originally published in JMIR Formative Research (https://formative.jmir.org), 20.10.2023.) |
Databáze: | MEDLINE |
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