Affiliations 

  • 1 Department of Public Health Medicine, Faculty of Medicine, Universiti Teknologi MARA Sungai Buloh Campus, Sungai Buloh, Malaysia
  • 2 Department of Pharmacology, Faculty of Pharmacy, Universiti Teknologi MARA Puncak Alam Campus, Puncak Alam, Malaysia
  • 3 Centre of Foundation Studies, Universiti Teknologi MARA Cawangan Selangor, Kampus Dengkil, Dengkil, Malaysia
  • 4 Faculty of Computer and Mathematical Science, Universiti Teknologi MARA Cawangan Melaka, Kampus Jasin, Jasin, Malaysia
  • 5 Tuberculosis and Leprosy Control Sector, Disease Control Division, Ministry of Health, Putrajaya, Malaysia
  • 6 TB/Leprosy Disease Unit, Selangor State Health Department, Shah Alam, Malaysia
  • 7 TB/Leprosy Disease Unit, Negeri Sembilan State Health Department, Seremban, Malaysia
JMIR Serious Games, 2023 Mar 07;11:e43047.
PMID: 36881449 DOI: 10.2196/43047

Abstract

BACKGROUND: The success rate of tuberculosis (TB) treatment in Malaysia remains below the recommended World Health Organization target of 90% despite the implementation of directly observed therapy, short-course, a physical drug monitoring system, since 1994. With increasing numbers of patients with TB in Malaysia defaulting on treatment, exploring another method to improve TB treatment adherence is vital. The use of gamification and real-time elements via video-observed therapies in mobile apps is one such method expected to induce motivation toward TB treatment adherence.

OBJECTIVE: This study aimed to document the process of designing, developing, and validating the gamification, motivation, and real-time elements in the Gamified Real-time Video Observed Therapies (GRVOTS) mobile app.

METHODS: The modified nominal group technique via a panel of 11 experts was used to validate the presence of the gamification and motivation elements inside the app, which were assessed based on the percentage of agreement among the experts.

RESULTS: The GRVOTS mobile app, which can be used by patients, supervisors, and administrators, was successfully developed. For validation purposes, the gamification and motivation features of the app were validated as they achieved a total mean percentage of agreement of 97.95% (SD 2.51%), which was significantly higher than the minimum agreement score of 70% (P

* Title and MeSH Headings from MEDLINE®/PubMed®, a database of the U.S. National Library of Medicine.