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      A Physical Activity Mobile Game for Hematopoietic Stem Cell Transplant Patients: App Design, Development, and Evaluation

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          Abstract

          Background

          Physical activity mobile apps may encourage patients with cancer to increase exercise uptake, consequently decreasing cancer-related fatigue. While many fitness apps are currently available for download, most are not suitable for patients with cancer due to the unique barriers these patients face, such as fatigue, pain, and nausea.

          Objective

          The aim of this study is to design, develop, and perform alpha testing of a physical activity mobile health game for hematopoietic stem cell transplant (HSCT) patients. The ultimate future goal of this project is to motivate HSCT patients to increase physical activity and provide them with a safe and fun way to exercise.

          Methods

          A mobile health game called Walking Warrior was designed as a puzzle game where tiles are moved and matched. Walking Warrior interfaces with an open-source step counter and communicates with a central online MySQL database to record game play and walking performance. The game came to fruition after following an iterative process model with several prototypes. Game developers and bone marrow transplant nurses were recruited to perform an expert usability evaluation of the Walking Warrior prototype by completing a heuristic questionnaire and providing qualitative suggestions for improvement. Experts also made qualitative recommendations for improvements on speed, movement of tiles, appearance, and accuracy of the step counter. We recruited 5 additional usability evaluators who searched for and compared 4 open-source step counter programs, then qualitatively compared them for accuracy, robustness, cheat proofing, ease of use, and battery drain issues. Patient recruitment is planned at a later stage in this project. This paper only describes software design, development, and evaluation, rather than behavioral evaluation (ie, impact on physical activity), which is the long-term goal of this project.

          Results

          Internal consistency and the instrument’s reliability evaluation results from 1 clinical expert and 4 technical experts were deemed excellent (Cronbach α=.933). A hierarchical cluster analysis of the questionnaire item responses for similarity/dissimilarity among the experts indicated that the two expert groups were not clustered into two separate groups in the dendrogram. This indicates that the item responses were not affected by profession. Factor analyses indicate that responses from the 40-item questionnaire were classified into five primary factors. The associated descriptive statistics for each of these categories were as follows (on a scale of 1 to 5): clarity and ease (median 4; mean 3.7, SD 0.45), appropriateness (median 4; mean 3.7, SD 0.49), game quality (median 3.5; mean 3.3, SD 0.42), motivation to walk (median 3; mean 3.1, SD 0.58), and mental effort (median 3.5; mean 3.1, SD 1.27).

          Conclusions

          The evaluation from experts and clinicians provided qualitative information to further improve game design and development. Findings from the expert usability evaluation suggest the game’s assets of clarity, ease of use, appropriateness, quality, motivation to walk, and mental effort were all favorable. This mobile game could ultimately help patients increase physical activity as an aid to recovery.

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          Most cited references26

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          From game design elements to gamefulness

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            Current Use of and Trends in Hematopoietic Cell Transplantation in the United States

            Hematopoietic cell transplantation (HCT) is a well-established treatment to control and/or cure many malignant and nonmalignant diseases involving the hematopoietic system and some solid tumors. We report information about HCT procedures performed in the United States in 2018 and analyze trends and outcomes of HCT as reported to the Center for International Blood and Marrow Transplant Research (CIBMTR). Overall, compared with 2017, the number of allogeneic HCTs performed in the United States increased by 1%, and the number of autologous HCTs decreased by 5%. Key findings are fewer autologous HCTs performed for non-Hodgkin lymphoma and increasing numbers of haploidentical HCTs, nearly all of which use post-transplantation cyclophosphamide for graft-versus-host disease prophylaxis. There is a continuing increase in HCT in adults age >70 years, particularly for acute myelogenous leukemia and myelodysplastic syndromes. Survival rates by disease, disease stage, donor type, and age are presented. This report, prepared annually by the CIBMTR, provides a snapshot of current transplant activity in the United States.
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              Behavior change techniques in top-ranked mobile apps for physical activity.

              Mobile applications (apps) have potential for helping people increase their physical activity, but little is known about the behavior change techniques marketed in these apps. The aim of this study was to characterize the behavior change techniques represented in online descriptions of top-ranked apps for physical activity. Top-ranked apps (n=167) were identified on August 28, 2013, and coded using the Coventry, Aberdeen and London-Revised (CALO-RE) taxonomy of behavior change techniques during the following month. Analyses were conducted during 2013. Most descriptions of apps incorporated fewer than four behavior change techniques. The most common techniques involved providing instruction on how to perform exercises, modeling how to perform exercises, providing feedback on performance, goal-setting for physical activity, and planning social support/change. A latent class analysis revealed the existence of two types of apps, educational and motivational, based on their configurations of behavior change techniques. Behavior change techniques are not widely marketed in contemporary physical activity apps. Based on the available descriptions and functions of the observed techniques in contemporary health behavior theories, people may need multiple apps to initiate and maintain behavior change. This audit provides a starting point for scientists, developers, clinicians, and consumers to evaluate and enhance apps in this market. Copyright © 2014 American Journal of Preventive Medicine. Published by Elsevier Inc. All rights reserved.

                Author and article information

                Contributors
                Journal
                JMIRx Med
                JMIRx Med
                JMed
                JMIRx Med
                JMIR Publications (Toronto, Canada )
                2563-6316
                Apr-Jun 2021
                13 April 2021
                : 2
                : 2
                : e20461
                Affiliations
                [1 ] The Sidney Kimmel Comprehensive Cancer Center Johns Hopkins Hospital Baltimore, MD United States
                [2 ] University of Maryland, Baltimore Baltimore, MD United States
                [3 ] University of Pannonia Veszprém Hungary
                Author notes
                Corresponding Author: Yulan Liang liang@ 123456umaryland.edu
                Author information
                https://orcid.org/0000-0001-6186-1662
                https://orcid.org/0000-0001-7181-4413
                https://orcid.org/0000-0001-6792-488X
                https://orcid.org/0000-0003-3142-6824
                https://orcid.org/0000-0002-2548-5898
                Article
                v2i2e20461
                10.2196/20461
                10414428
                37725560
                1427c426-9a31-4064-87b5-7d5bc7d98454
                ©Shannon Cerbas, Arpad Kelemen, Yulan Liang, Cecilia Sik-Lanyi, Barbara Van de Castle. Originally published in JMIRx Med (https://med.jmirx.org), 13.04.2021.

                This is an open-access article distributed under the terms of 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 JMIRx Med, is properly cited. The complete bibliographic information, a link to the original publication on https://med.jmirx.org/, as well as this copyright and license information must be included.

                History
                : 19 May 2020
                : 22 June 2020
                : 17 August 2020
                : 12 February 2021
                Categories
                Original Paper
                Original Paper

                cancer,mobile app,gamification,bone marrow transplant,alpha testing,physical activity

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