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Identified opportunities for gamification in the elective primary fast‐track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals’ interviews

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  • Miia Jansson
  • Jonna Koivisto
  • Minna Pikkarainen

Abstract

Aims and objectives To identify opportunities for gamification in the elective primary fast‐track total hip and knee arthroplasty journey in order to support patients’ health‐related behaviour. Background Gamification provides an opportunity to increase engagement in a given health behaviour and, eventually, the possibility of reaching improved outcomes through continued or consistent behaviour. Design A secondary analysis. Methods Semi‐structured interviews were conducted with 20 healthcare professionals in a single joint‐replacement centre in Finland during autumn 2018. NVivo software was used for deductive and inductive coding. The open codes were also calculated. The consolidated criteria for reporting qualitative research were followed. Results Gamification opportunities were identified related to six dimensions: accomplishment, challenge, competition, guided, playfulness and social experience. Based on the frequencies of the coded content, most opportunities for gamification can be identified in the context of personalised counselling, monitoring and social support. Conclusions Several opportunities for gamification were identified and quantified. While various needs and limitations need to be considered when developing digital gamified solutions and more research into the effectiveness of such solutions will be required, the current study opens possible future avenues for exploring the use of gamification in lower limb joint replacement journey and other specialisms. Relevance to clinical practice This study provides an important insight into healthcare professionals’ views of the current state of the total hip and knee arthroplasty journey and the potential for its development. In addition, it pinpoints the biggest opportunities for gamified services in the context of personalised counselling, monitoring and social support. Despite the focus of this secondary analysis being on the arthroplasty journey, the findings can also be generalised in other surgical journeys.

Suggested Citation

  • Miia Jansson & Jonna Koivisto & Minna Pikkarainen, 2020. "Identified opportunities for gamification in the elective primary fast‐track total hip and knee arthroplasty journey: Secondary analysis of healthcare professionals’ interviews," Journal of Clinical Nursing, John Wiley & Sons, vol. 29(13-14), pages 2338-2351, July.
  • Handle: RePEc:wly:jocnur:v:29:y:2020:i:13-14:p:2338-2351
    DOI: 10.1111/jocn.15246
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    References listed on IDEAS

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    1. Kai Huotari & Juho Hamari, 2017. "A definition for gamification: anchoring gamification in the service marketing literature," Electronic Markets, Springer;IIM University of St. Gallen, vol. 27(1), pages 21-31, February.
    2. Miia Marika Jansson & Marja Harjumaa & Ari‐Pekka Puhto & Minna Pikkarainen, 2019. "Healthcare professionals’ proposed eHealth needs in elective primary fast‐track hip and knee arthroplasty journey: A qualitative interview study," Journal of Clinical Nursing, John Wiley & Sons, vol. 28(23-24), pages 4434-4446, December.
    3. Miia Marika Jansson & Marja Harjumaa & Ari‐Pekka Puhto & Minna Pikkarainen, 2020. "Patients’ satisfaction and experiences during elective primary fast‐track total hip and knee arthroplasty journey: A qualitative study," Journal of Clinical Nursing, John Wiley & Sons, vol. 29(3-4), pages 567-582, February.
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    1. Alfonso D. Gajardo Sánchez & Luis R. Murillo-Zamorano & Joséà ngel López-Sánchez & Carmen Bueno-Muñoz, 2023. "Gamification in Health Care Management: Systematic Review of the Literature and Research Agenda," SAGE Open, , vol. 13(4), pages 21582440231, December.

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