Hostname: page-component-77c89778f8-fv566 Total loading time: 0 Render date: 2024-07-18T10:09:29.853Z Has data issue: false hasContentIssue false

Using Gamification of Smart Healthcare among Individuals with Bipolar Disorder

Published online by Cambridge University Press:  19 July 2023

F.-H. Cheng*
Affiliation:
Nursing, National Cheng Kung University, Tainan, Taiwan, Province of China
Y.-H. Lin
Affiliation:
Nursing, National Cheng Kung University, Tainan, Taiwan, Province of China
E. C.-L. Lin
Affiliation:
Nursing, National Cheng Kung University, Tainan, Taiwan, Province of China
*
*Corresponding author.

Abstract

Core share and HTML view are not available for this content. However, as you have access to this content, a full PDF is available via the ‘Save PDF’ action button.
Introduction

Bipolar disorder (BD) is a severe psychotic disease repeats depression, hypomania or mania. Using mobile applications to record emotions can help BD patients to self-manage and reduce emotional symptoms. Gamification applied in health-manage applications can improve the using frequency and satisfaction. Nurturing and horticultural therapy could increase the using frequency and alleviate the depression and anxiety.

Objectives

This study chose plants-nurturing to add to a self-management application, and explored the users’ experiences.

Methods

A one-group pretest-posttest design with qualitative interview was used. Analysis included the frequency of usage, emotional changes, and users’ feedback of the plants-nurturing in the first three months and after three months.。

Results

A total of 26 participants were included. In the frequency of usage, the times and ratio of days were increased but no significant difference. The emotional symptoms were no significant difference. Positive experiences were novelty and interesting, while negative experiences were the slow rate of growth.Table 1.Demographics (N=26)

RangeMean (SD)
Age20-6237.0(11.35)
nPercentage
Gender
Female1557.7
Educational level
University1453.8
Employment situation
Employment1453.8

Image:

Image 2:

Image 3:

Conclusions

There was a preliminary increase when adding plants-nurturing to the self-manage application, whereas the effect should be examined by further research. The more delicate elements of gamification could be included in self-manage application, considered the users’ other sensory perception in the future. Meanwhile, to improve the frequency of usage and self-management in BD patients, the subjective experiences should be explored in-depth.

Disclosure of Interest

None Declared

Type
Abstract
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted re-use, distribution, and reproduction in any medium, provided the original work is properly cited.
Copyright
© The Author(s), 2023. Published by Cambridge University Press on behalf of the European Psychiatric Association
Submit a response

Comments

No Comments have been published for this article.