Effect of Gamification on Improved Adherence to Inhaled Medications in Chronic Obstructive Pulmonary Disease: Randomized Controlled Trial (Preprint)

Preprint Medication Adherence
DOI: 10.2196/preprints.65309 Publication Date: 2025-05-14T19:05:06Z
ABSTRACT
<sec> <title>BACKGROUND</title> Inhaled medication is the preferred route of administration for patients with chronic obstructive pulmonary disease (COPD). The compliance rate inhaled in COPD &amp;lt;50%, which increases risk acute exacerbations. Considering complex steps medication, improving not only requires consistent frequency and medical advice but also an evaluation whether patient has mastered inhaler technique to achieve correct dose. </sec> <title>OBJECTIVE</title> This study aimed explore effectiveness education program (Inhaling-Health website) based on Fogg Behavior Model gamification design other health-related outcomes COPD. <title>METHODS</title> In a randomized, 2-arm, concurrent parallel design, we enrolled 102 from respiratory medicine clinics at 2 hospitals Zhejiang Province, China, between April May 2023. Participants were randomly assigned either control group (51/102, 50%) or experimental 50%). All participants completed intervention, 94 completing 6 months follow-up. Two independent-sample 2-tailed &lt;i&gt;t&lt;/i&gt; tests Mann-Whitney U test used analyze differences, generalized estimating equations repeated measurements. <title>RESULTS</title> After all outcome measures improved compared baseline. equation showed that, group, Inhaling-Health website led gradual improvement total adherence-to-inhaler scores starting after intervention (median 51.00, IQR 49.00-52.25 vs median 50.00, 47.00-51.00; &lt;i&gt;Z&lt;/i&gt;=–2.014; &lt;i&gt;P&lt;/i&gt;=.04). It had separate positive effect technique. addition, was more effective reducing modified Medical Research Council score than routine education, 4 1.00, 1.00-2.00 0.00-2.00; &lt;i&gt;Z&lt;/i&gt;=–2.260; &lt;i&gt;P&lt;/i&gt;=.02). conventional Chronic Obstructive Pulmonary Disease Knowledge Questionnaire scores, beginning end (mean 6.14, SD 1.83 mean 7.06, 1.82; &lt;i&gt;t&lt;/i&gt;&lt;sub&gt;1&lt;/sub&gt;=–2.551; &lt;i&gt;P&lt;/i&gt;=.01). <title>CONCLUSIONS</title> gamified can improve adherence, accuracy, health literacy, lung function, quality life; help reduce severity dyspnea physical symptoms; exacerbations provide reference <title>CLINICALTRIAL</title> China Clinical Trials Registry (ChiCTR) ChiCTR2300070213; https://www.chictr.org.cn/showprojEN.html?proj=194829
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