TY - JOUR TI - Interactive digital e-health game for heart failure self-management: A feasibility study AU - Radhakrishnan, Kavita AU - Toprac, Paul AU - O'Hair, Matt AU - Bias, Randolph AU - Kim, Miyong T. AU - Bradley, Paul AU - Mackert, Michael T2 - Games for Health AB - Objective: To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. Materials and Methods: The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey. Next, in a pretest–post-test design, validated instruments—the Atlanta Heart Failure Knowledge Test and the Self Care for Heart Failure Index—were used to measure improvement in HF self-management knowledge and behaviors related to HF self-maintenance, self-management, and self-efficacy, respectively. A postgame survey assessed participants' perceptions of the game. Results: During usability testing, with seven participants, 100%, 100%, and 86% found the game easy to play, enjoyable, and helpful for learning about HF, respectively. In the subsequent functionality testing, with 19 participants, 89% found the game interesting, enjoyable, and easy to play. Playing the game resulted in a significant improvement in HF self-management knowledge, a nonsignificant improvement in self-reported behaviors related to HF self-maintenance, and no difference in HF self-efficacy scores. Participants with lower education level and age preferred games to any other medium for receiving information. Conclusion: It is feasible to develop a serious digital game that community-dwelling older adults with HF find both satisfying and acceptable and that can improve their self-management knowledge. (PsycINFO Database Record (c) 2017 APA, all rights reserved) DA - 2016/12// PY - 2016 DO - 10.1089/g4h.2016.0038 DP - EBSCOhost VL - 5 IS - 6 SP - 366 EP - 374 J2 - Games for Health SN - 2161-783X UR - http://ezproxy.lib.utexas.edu/login?url=http://search.ebscohost.com/login.aspx?direct=true&db=psyh&AN=2016-60779-002&site=ehost-live AN - 2016-60779-002 DB - psyh KW - Aged KW - Aged, 80 and over KW - Diet, Sodium-Restricted KW - Feasibility Studies KW - Female KW - Games KW - Heart Disorders KW - Heart Failure KW - Humans KW - Male KW - Middle Aged KW - Mobile Applications KW - Patient Compliance KW - Patient Satisfaction KW - Pleasure KW - Program Evaluation KW - Self Care KW - Self Efficacy KW - Self-Management KW - Surveys and Questionnaires KW - Symptom Assessment KW - User-Computer Interface KW - Video Games KW - games KW - heart failure KW - self-management ER -