Toward Gamified Pain Management Apps: Mobile Application Rating Scale–Based Quality Assessment of Pain-Mentor’s First Prototype Through an Expert Study

  • Background: The use of health apps to support the treatment of chronic pain is gaining importance. Most available pain management apps are still lacking in content quality and quantity as their developers neither involve health experts to ensure target group suitability nor use gamification to engage and motivate the user. To close this gap, we aimed to develop a gamified pain management app, Pain-Mentor. Objective: To determine whether medical professionals would approve of Pain-Mentor’s concept and content, this study aimed to evaluate the quality of the app’s first prototype with experts from the field of chronic pain management and to discover necessary improvements. Methods: A total of 11 health professionals with a background in chronic pain treatment and 2 mobile health experts participated in this study. Each expert first received a detailed presentation of the app. Afterward, they tested Pain-Mentor and then rated its quality using the mobile application rating scale (MARS) in a semistructured interview. Results: The experts found the app to be of excellent general (mean 4.54, SD 0.55) and subjective quality (mean 4.57, SD 0.43). The app-specific section was rated as good (mean 4.38, SD 0.75). Overall, the experts approved of the app’s content, namely, pain and stress management techniques, behavior change techniques, and gamification. They believed that the use of gamification in Pain-Mentor positively influences the patients’ motivation and engagement and thus has the potential to promote the learning of pain management techniques. Moreover, applying the MARS in a semistructured interview provided in-depth insight into the ratings and concrete suggestions for improvement. Conclusions: The experts rated Pain-Mentor to be of excellent quality. It can be concluded that experts perceived the use of gamification in this pain management app in a positive manner. This showed that combining pain management with gamification did not negatively affect the app’s integrity. This study was therefore a promising first step in the development of Pain-Mentor.

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Verfasser*innenangaben:Alexandra HoffmannORCiD, Corinna ChristmannORCiD, Gregor ZolynskiORCiD, Gabriele BleserORCiD
URN:urn:nbn:de:hbz:386-kluedo-60528
ISSN:2561-326X
Titel des übergeordneten Werkes (Englisch):JMIR formative research
Verlag:JMIR
Dokumentart:Wissenschaftlicher Artikel
Sprache der Veröffentlichung:Englisch
Datum der Veröffentlichung (online):26.05.2020
Jahr der Erstveröffentlichung:2020
Veröffentlichende Institution:Technische Universität Kaiserslautern
Datum der Publikation (Server):24.08.2020
Ausgabe / Heft:4, 5 (2020)
Seitenzahl:15
Quelle:https://formative.jmir.org/2020/5/e13170/
Fachbereiche / Organisatorische Einheiten:Kaiserslautern - Fachbereich Informatik
DDC-Sachgruppen:0 Allgemeines, Informatik, Informationswissenschaft / 004 Informatik
Sammlungen:Open-Access-Publikationsfonds
Lizenz (Deutsch):Zweitveröffentlichung