Category: Professional Posters
Purpose: To determine the impact of utilizing digital intake forms enhanced with an algorithm for identifying interventions, with- and without aspects of gamification, on the identification of intervention opportunities in an ambulatory care pharmacy setting
Methods: Patients scheduled for a regular appointment were invited to complete visit intake forms using a mobile application. The application was enhanced with an algorithm designed to identify potential interventions based on patient age, sex, disease state(s), and other user-provided information. Application users were randomized to receive additional patient-specific health questions 1) with or 2) without elements of gamification. Elements included trivia questions, fun facts, and the chance to win a prize. Participants could opt out of the additional questions at any time. After the conclusion of recruitment, a retrospective review was used to assess the interventions identified for a random sample of patients, seen within the same time frame, who opted not to utilize the mobile application. The number of interventions was compared across groups utilizing ANOVA. T tests were used for a subgroup analysis of the gamification group.
Results: From January to May 2019, 329 potential interventions were identified for the 166 randomized study participants. A total of 24 interventions were identified in a retrospective review of 54 patient records. An average of 0.44 (±0.82), 1.8 (±2.0) and 2.1 (±1.8) interventions per participant were identified for the control, non-gamification, and gamification groups, respectively. The number of identified interventions was statistically significantly different across groups based on the results of a one-way ANOVA (F=17.46; p<.001). Post hoc comparisons revealed that statistically significantly more interventions were identified in the gamification group and non-gamification groups as compared to the control group. No other group differences were statistically significant. Furthermore, an additional analysis was conducted between participants in the gamification group who completed 50-100% of the additional health questions (n=32) and those who completed less than 50% (n=19). A t-test was calculated and there was a statistically significant difference between the number of interventions identified (n=93) for those completing 50-100% and those completing less than 50% (n=18; p<.001).
Conclusion: Use of the application, irrespective of the incorporation of elements of gamification, was associated with a significant increase in the number of interventions identified. Incorporation of the specific elements of gamification used in this study did not increase the rate of potential interventions identified. However, completing a higher percentage of the additional health questions positively impacted the rate of intervention identification. This study demonstrates that automation of intervention identification can significantly enhance the recognition of opportunities for intervention.