Forecasting Implementation, Adoption and Evaluation Challenges For an Electronic Game-Based Antimicrobial Stewardship Intervention: Results of a Codesign Workshop with Experts (Preprint)
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Published version
Author(s)
Castro-Sánchez, Enrique
Sood, Anuj
Rawson, Timothy Miles
Firth, James
Holmes, Alison Helen
Type
Journal Article
Abstract
Background:
Serious games have been proposed to address the lack of engagement and sustainability traditionally affecting interventions aiming to improve optimal antibiotic use among hospital prescribers.
Objectives:
To forecast gaps in implementation, adoption and evaluation of game-based interventions, and co-design solutions with antimicrobial clinicians and digital and behavioural researchers.
Methods:
A co-development workshop with clinicians and academics in serious games, antimicrobials and behavioural sciences was organised to open an international summit on serious games for health in London (United Kingdom), in March 2018. The workshop was announced on social media and online platforms. On the day, attendees were asked to work in small groups provided with a laptop/tablet with the latest version of ‘On call: Antibiotics. A workshop leader guided open group discussions around implementation, adoption and evaluation threats and potential solutions. Workshop summary notes were collated by an observer.
Results:
29 participants attended the workshop. Anticipated challenges to resolve reflected implementation threats such as an inadequate organisational arrangement to scale and sustain the use of the game, requiring sufficient technical and educational support and a streamlined feedback mechanism that made best use of data arriving from the game; adoption threats, particularly collective perceptions that a game would be a ludic rather than professional tool, and demanding efforts to integrate all available educational solutions so none is seen as inferior; and evaluation threats due to the need to combine game metrics with organisational indicators such as antibiotic use, which may be difficult to enable.
Conclusions:
As with other technology-based interventions, organisations interested in deploying game-based solutions should carefully plan how to engage and support clinicians in their use, and how best integrate the game and game outputs onto existing workflows. The ludic characteristics of the game may foster perceptions of unprofessionalism among gamers, which would need buffering from the organization.
Serious games have been proposed to address the lack of engagement and sustainability traditionally affecting interventions aiming to improve optimal antibiotic use among hospital prescribers.
Objectives:
To forecast gaps in implementation, adoption and evaluation of game-based interventions, and co-design solutions with antimicrobial clinicians and digital and behavioural researchers.
Methods:
A co-development workshop with clinicians and academics in serious games, antimicrobials and behavioural sciences was organised to open an international summit on serious games for health in London (United Kingdom), in March 2018. The workshop was announced on social media and online platforms. On the day, attendees were asked to work in small groups provided with a laptop/tablet with the latest version of ‘On call: Antibiotics. A workshop leader guided open group discussions around implementation, adoption and evaluation threats and potential solutions. Workshop summary notes were collated by an observer.
Results:
29 participants attended the workshop. Anticipated challenges to resolve reflected implementation threats such as an inadequate organisational arrangement to scale and sustain the use of the game, requiring sufficient technical and educational support and a streamlined feedback mechanism that made best use of data arriving from the game; adoption threats, particularly collective perceptions that a game would be a ludic rather than professional tool, and demanding efforts to integrate all available educational solutions so none is seen as inferior; and evaluation threats due to the need to combine game metrics with organisational indicators such as antibiotic use, which may be difficult to enable.
Conclusions:
As with other technology-based interventions, organisations interested in deploying game-based solutions should carefully plan how to engage and support clinicians in their use, and how best integrate the game and game outputs onto existing workflows. The ludic characteristics of the game may foster perceptions of unprofessionalism among gamers, which would need buffering from the organization.
Date Issued
2019-06-04
Date Acceptance
2019-04-10
Citation
Journal of Medical Internet Research, 2019, 21 (6)
ISSN
1438-8871
Publisher
JMIR Publications Inc.
Journal / Book Title
Journal of Medical Internet Research
Volume
21
Issue
6
Copyright Statement
©Enrique Castro-Sánchez, Anuj Sood, Timothy Miles Rawson, Jamie Firth, Alison Helen Holmes. Originally published in theJournal of Medical Internet Research (http://www.jmir.org), 30.05.2019. This is an open-access article distributed under the termsof the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use,distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical InternetResearch, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/,as well as this copyright and license information must be included
Sponsor
Economic & Social Research Council (ESRC)
National Institute for Health Research
National Institute for Health Research
Grant Number
ES/M500562/1
HPRU-2012-10047
HPRU-2012-10047
Subjects
08 Information and Computing Sciences
11 Medical and Health Sciences
17 Psychology and Cognitive Sciences
Medical Informatics
Publication Status
Published online
Article Number
e13365