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A Self-Administered Gamified Mobile Application for Secondary Prevention of Heart Disease in Patients Following a Cardiac Event (MyHeartMate): Process Evaluation from a Randomized Controlled Trial

  • Robyn Gallagher*
  • , Lis Neubeck
  • , Angus Davis
  • , Julie Redfern
  • , Helen M Parker
  • , Karice Hyun
  • , Clara Chow
  • , David S Celermajer
  • , Thomas Buckley
  • , Tracy Schumacher
  • , Geoffrey Tofler
  • , Gemma Figtree
  • *Corresponding author for this work

Research output: Contribution to journalArticleResearchpeer-review

Abstract

Objective: 

This study reports the process evaluation of a randomized controlled trial of the MyHeartMate app for patients with coronary heart disease (CHD). 

Materials and Methods: 

Data were collected on engagement in the intervention group from the app platform logs and self-reported usage and via interviews for perspectives of usefulness and acceptability. Participants' ( n = 194) data logs showed 80.4% entered baseline data. Tracking (≥30 days) occurred for body mass index (23.2%), blood pressure (BP) (21.1%), and exercise (23.7%). Missions completed on ≥4 days were 47.5% for healthy eating and 30.9% for exercise; 50.5% used the word game. One quarter (26.8%) was classified as "engaged" (tracked exercise and/or BP ≥5 times and completed ≥18 missions in the first 30 days). There were no differences between participants who were "engaged" or not in baseline characteristics or 6-month outcomes, although engaged users were more likely to meet 4/5 recommended risk factor guideline levels (30.8% vs. 17.6%, P = 0.03). 

Results: 

Participants perceived tracking, prompts, and rewards as useful for recovery and risk factor-related lifestyle change, and games were enjoyed. Engagement decreased with time. Acceptability was limited when app processes were difficult to understand, not personalized enough and/or the overall game concept was disliked. 

Conclusions: 

Insight into user's perceptions and use of gamified app components is essential to address barriers to uptake and optimize potential health benefits. The target audience for a serious game app for CHD remains uncertain.

Original languageEnglish
Pages (from-to)204-211
Number of pages8
JournalGames for health journal
Volume14
Issue number3
Early online date25 Nov 2024
DOIs
Publication statusPublished - 1 Jun 2025

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 3 - Good Health and Well-being
    SDG 3 Good Health and Well-being

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