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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Improving Nurses' Hand Hygiene Compliance using Gamification</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Rita Marques</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>João Gregório</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Fernando Pinheiro</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Pedro Póvoa</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Miguel Mira da Silva</string-name>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Luís Velez Lapão</string-name>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Centro Hospitalar de Lisboa Ocidental - Hospital S. Francisco Xavier</institution>
          ,
          <addr-line>Lisboa</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Instituto Superior Técnico - Universidade de Lisboa</institution>
          ,
          <addr-line>Lisboa</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Instituto de Higiene e Medicina Tropical - Universidade Nova de Lisboa</institution>
          ,
          <addr-line>Lisboa</addr-line>
          ,
          <country country="PT">Portugal</country>
        </aff>
      </contrib-group>
      <fpage>33</fpage>
      <lpage>42</lpage>
      <abstract>
        <p>Healthcare acquired infections are one of the biggest problems healthcare field is facing, which can end up in an increasing quantity of deaths, extra-days of hospital stay and costs for both the hospital and the patient. Performing hand hygiene is a simple and inexpensive prevention measure, but healthcare workers compliance with it is still far from desired. Recognized hurdles are lack of time, forgetfulness, wrong technique and motivation. Besides, nurses' perception about their compliance is disturbed by a busy schedule. This study aims at exploring the use of gamification to promote nurses' HH compliance self-awareness and action. Real-time collected from an indoor location system will provide feedback information to a group of nurses working in an ICU ward. In this paper we present our research's motivation and methods, along with the collected results and its discussion.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 Introduction</title>
      <p>Healthcare acquired infections (HAI) are infections that are neither present nor
incubating when a patient is admitted to hospital [1][2]. HAIs’ increasing number is
one of the biggest problems healthcare field is facing, leading directly to around
37 000 deaths, 16 million extra-days of hospital stay and €7 billion financial losses of
direct costs, only in the Europe [3]. They are a risk that hospitals must control to
manage healthcare economically and safely for patients, whom can became disable at
long-term or even die. Although preventable, by means of hand hygiene (HH)
compliance, these infections are the most adverse event a patient can experience
during care delivery, and cause more deaths than AIDS, breast cancer and auto
accidents together [4].</p>
      <p>Nonetheless, leading busy healthcare workers (HCW) to comply with HH remains
puzzling. Recognized hurdles are lack of time, forgetfulness, wrong technique and
motivation. Besides, nurses’ perception about their compliance is disturbed by a busy
schedule.</p>
      <p>As HCW’s HH compliance rate decreases, the number of patients affected by HAI
increases [5], so it becomes crucial to understand this problem’s root and try to cope
with it.</p>
      <p>Having this, it becomes crucial to monitor nurses’ compliance with existing
guidelines and provide them with feedback regarding their performance. Direct
observation, the observation of HCW’s HH practice by professional observers, is the
Copyright © 2016 by the paper's authors. Copying permitted for private and academic purposes.
standard approach to fulfil this task, but it is costly and time-consuming. Hospitals
need to come up with innovative ways of doing this.</p>
      <p>Automated monitoring systems have emerged during the last few years, and can
electronically identify when an HCW uses a sink or a handrub dispenser. It provides
exact quantitative results, which can be used to examine trends regarding the value of
HH compliance over time.</p>
      <p>Some studies are attempting to prove that these solutions can effectively lead to a
better HH compliance, and so far they appear to be be promising in improving
monitoring performance and improve HH compliance among HCW. Levchenko et al
[10] provided eleven nurses working on a nursing unit with personal wearable
electronic monitors which monitored, recorded and prompted reminding signals
regarding their HH practices. Despite this study’s short duration, they were able to
demonstrate the feasibility of using such technology to improve HH performance,
since the HH compliance rate during the trial was higher than the rate generated by
the baseline observational study. Swoboda et al [11] conducted a three-phased study
in an intermediate care unit. During phase I HH compliance was measured both by
means of direct observation and electronic monitoring. Phase II included both
electronic monitoring and computerized voice prompts for failure when HH was not
performed on room exit. Finally, phase III was only electronically monitored.
Considering electronic monitoring system’s data, HH compliance improved 37% in
phase II and 41% in phase II, comparing with results from phase I. They concluded
that the electronic monitoring system provided effective feedback regarding HCWs
HH compliance and improved HH performance.</p>
      <p>Gamification is a recent but popular approach which can be defined as “the use of
game elements and game-design in non-game contexts” [6] to “engage and motivate
people to achieve their goals” [7], providing a whole different user experience. It aims
at stimulating people’s intrinsic motivation in doing an activity by trying to make it
rewarding for itself.</p>
      <p>Game elements are the “toolkit” for building a game [6] and they must be chosen
in the end of the process of designing a game, after some variables are analyzed and
defined (goals, behaviors we want to stimulate, our target players, etc.). Werbach and
Hunter provide a list of game elements divided into three categories with different
levels of abstraction: dynamics (at the top), mechanics and components (at the
bottom) [6].</p>
      <p>In the last few years, gamification has started to emerge in health related contexts.
The majority and most well-known solutions relate to personal wellness
improvement, helping people adopting healthier life habits (eating better, exercise
more, etc.). Others are more directed towards medical education and practice, where
gamification can have an important role in improving processes typically repetitive,
tedious and boring by creating engagement among HCWs and improve their
performance [16]. Nike+ [8] is an example of a successful gamification application,
and it is perhaps the most mentioned one. It gamifies personal fitness by measuring
the number of miles run and providing feedback using game elements like points,
badges, progression bars, etc.</p>
      <p>Pereira et al [16] presented some state-of-art regarding the usage of gamification in
healthcare contexts. Presented and analyzed examples lead them to conclude that
gamification can be successfully used in promoting healthcare and healthy habits.</p>
      <p>However, this process is not simple and can be subject to some major concerns and
bad practices that we must be aware of. Some people believe that gamification is just
a “marketing hype” used to lead people to engage into tasks that do not fit their better
interests [12] (this phenomenon is called “exploitationware” [12]). Others find it hard
to believe that that this is nothing more than playing games and that will act as a
distraction at work [16], very inappropriate to a serious context. Another huge barrier
is applying and receiving ethical recognition to conduct trials that are typically
designed for drugs and new equipment that have a long-term development [17], which
contrasts with the iterative process for implementing gamification solutions. When
collecting data, we must be sure to meet all the consents from the players, by means
of terms of service agreement and/or a privacy policy, stating what data and why
we’re collecting it, what we are going to use it for and other related practices [12]. If
HCWs are to experience a gamification solution, this must be designed such that the
additional workload is as negligible as possible, because this can represent a very
impeditive barrier to the effectiveness of the project [17]. To finish, players might be
tempted to play around the system’s rules and to create their own rules – what we call
“gaming the game”. This represents a problem because players can lose sight of the
solution’s main purpose(s) (for example, eating better) or can interfere with data
collection for researching purposes (for example, when trying to educate HCWs).</p>
      <p>There is one last concern, more directly connected to the design of a gamification
solution, which is called “pointsification”, and corresponds to focus deeply on giving
rewards and neglecting the players’ experience. As the name suggests, it happens
when a designer creates what he believes is a gamification solution just by adding
points to a process, and expecting that this can create engagement, which is much
rarely true. People play to be better, to overcome obstacles and socialize with other
players. This is one main reason why so many gamification solutions fail.</p>
      <p>This study aims at exploring the use of gamification to promote self-awareness and
action regarding nurses’ HH compliance. An automated monitoring system was used
to collect data in real time, and a gamification application provided feedback
information to a group of nurses working in an ICU ward, in a fun and engaging way.
As we have already mentioned, there is evidence to support that automated
monitoring systems can be successfully used to improve HH compliance. By applying
a gamification layer, we aim at creating a fun environment in the ICU and to engage
nurses even more in complying with HH moments.</p>
      <p>We start this paper by defining the methods we used to conduct our research. The
already collected results will be presented, followed by their discussion. We end with
future work statements and a conclusion.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Methods</title>
      <p>In this section we present the methods used in our study. We chose to adopt a design
science research methodology since it is based on an iterative process, which allowed
us to incrementally design, develop, test and evaluate a solution that is align with the
organization and our end users' needs [9]. Our solution consists on an automated
monitoring system combined with a gamification layer to promote nurses’
engagement. It was already presented to its target users (the nurses) and its usage was
simulated in both non-real environment (by non-real users) and real environment (by
a real user).</p>
      <sec id="sec-2-1">
        <title>2.1 Design and implementation of the solution</title>
        <p>The first component of our solution is an automated monitoring system built with
innovative smart beacons and smart tags, which use both Bluetooth and a proprietary
protocol (also operating on the 2.4GHz frequency band) to communicate, and a
proximity based technique.</p>
        <p>Smart beacons are the passive devices to be positioned at specific locations in the
hospital (near beds, sinks, etc.). Smart tags, which are physically identical to smart
beacons, are the active devices in this system, which was built using a proximity
based technique. More specifically, the smart tags (which are carried by the nurses)
receive information from smart beacons and they send a message to the server
(communicating its position, the smart beacon detected and the current time)
whenever they are approaching a smart beacon or walking away from it. Analyzing
the messages stored in the server, we are able to detect nurses’ position over time.</p>
        <p>The next step is for the system to detect and validate HH moments. To achieve
this, we built an algorithm based on the the World Health Organization (WHO)’s “My
five moments for hand hygiene” framework [10], which links specific moments to
HH opportunities (Table 1).</p>
      </sec>
      <sec id="sec-2-2">
        <title>Period where HH must take place</title>
        <p>After… Before…
…the last contact with a
surface in the health-care
area
…the first contact with a
surface in the patient zone
…the last exposure with a
surface
…a care task associated with
a critical site with body fluid
exposure risk for the patient
or critical site with
combined infection
… the last contact with a
surface in the patient zone,
with touching the patient
…the last contact with a
surface in the patient zone,
without touching the patient
…access to a critical site with
infectious risk for the patient
or critical site with combined
infection for patient care.
…the first contact with any
other surface
…the first contact to any
surface in the health-care area
…the first contact to any
surface in the health-care area</p>
        <p>Moment
1 – Before
touching a patient
2 – Before
clean/aseptic
procedure
3 – After body
fluid exposure risk
4 – After touching
a patient
5 - After touching
patient
surroundings</p>
        <p>With this framework, we are able to create and implement business rules in our
system (for example, if a nurse is approaching a bed, he/she must have approached an
alcohol hand rub dispenser or a sink previously).</p>
        <p>After data is collected from the ward and processed, we have information
regarding each nurse’s HH compliance.</p>
        <p>Here is where our second component of the solution, the gamification application,
comes into action. This application is partitioned in two parts. The first one is a
onepage dashboard, which is presented in a screen located at the nurses’ room. It displays
nurses’ HH compliance in real-time, in an anonymous way. A screenshot of this
dashboard is presented in Fig. 1. A nurse can only be identified by its smart tag name,
which corresponds to a color, represented in the avatar’ cap.</p>
        <p>Fig. 1: First part of the gamification solution: a dashboard screen that
provides feedback in real-time to the nurses working on a shift. This is always
presented in a screen in the nurses’ room</p>
        <p>Nurses indicate when they start or end a shift using this application. After the end
of their shift, they receive a simple e-mail, which provides feedback regarding their
HH compliance rate and has a link to the second part of the gamification application,
for further information. This part of the application is to be used outside their labor
hours and provide a wider range of game elements for nurses to interact with.</p>
        <p>In Fig. 2 the home page of the nurses’ profile is presented. It shows the player’s
avatar, a partial leaderboard (to promote competition), points and levels (that means,
their progression). There are other functionalities, like a platform for players to see
each other’s progression and communicate and a list of badges to achieve.</p>
        <p>With the gamification application, we aim at solving the compliance problem by
engaging and motivating people to achieve specific goals [11], using several and
distinct game elements (feedback, competition, points, levels, badges, etc.).</p>
        <p>The presented solution is the result of several iterations of the DSRM process. In
each of them, we met the end users (the nurses), developed a prototype and tested it in
a chosen environment (real or unreal). This method will be further explained in the
following subsections.</p>
        <p>Fig. 2: Second part of the gamification solution: an application to be used
outside nurses’ labor hours, providing a wider range of game options</p>
        <p>Nurses’ feedback was taken into consideration during the whole process, and
several functionalities derived from their thoughts. For example, because they were a
little skeptical in using some game elements that required them to access the system
outside their work time, we decided to include the e-mail functionality in the system.
This way, all of them are able to receive the feedback they are interested in with little
additional workload (they only have to indicate they are starting and finishing a shift,
and to consult their compliance rate during the shift) – which was one of our main
concerns through the whole design and development phase. However, if they want to,
they can follow the provided link and explore the application outside their labor
hours. Our goal with this is to induce some curiosity and see whether or not they are
moved into using the solution.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.2 Meeting with the users</title>
        <p>Nurses were involved in the project since the beginning, and we have met with them
several times during the development of the solution, more specifically before
system’s development and each time we performed significant changes. Although we
were not able to meet with all of them in the preliminary meetings, we got all the
consents to participate in the study by means of a consent form, stating the data we
were collecting, why we were collecting it and what we were going to use it for.</p>
        <p>In these meeting sessions we presented the information system (IS) to the four
nurses working on that shift, aiming at gathering feedback regarding their feelings
about it. Their thoughts were not recorded, but the main conclusions were written
down.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.3 Simulation</title>
        <p>In order to validate if the solution was technologically working correctly, it was tested
in a simulation in a non-real environment by non-real users, more specifically the
research members. A protocol was written and executed, and after that we looked at
the HH compliance rate computed, which was compared with the expected rate.</p>
        <p>After this, the IS was installed in the ward. We placed one screen in the nurses’
room and 26 beacons in specific positions: in the rooms’ doors, in each alcohol-based
hand rub container, in each sink and in each bed. This way, the system would be able
to trace a nurse’s position along time based on the proximity to each beacon.</p>
        <p>To analyze both the impact of the IS’s usage by a real user and whether the
solution worked correctly in the hospital environment or not, we asked one nurse
from the ICU ward to carry a smart tag during a workday. During this period, her
thoughts were written down, and in the end one small and informal interview was
performed in order to understand how the gamification solution impacted her work.
Data collected by the automated monitoring system was compared to a previously
established baseline (built with respect to an observational study performed during a
workday, where she was one of the professionals observed by two trained researchers,
regarding whether or not the necessary HH took place) to measure the changes in
behavior.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3 Results</title>
      <p>We collected results from the already completed work, which are presented in this
section.</p>
      <sec id="sec-3-1">
        <title>3.2 Feedback from the nurses</title>
        <p>The group of nurses to whom the IS was presented to enjoy the concept and think it is
a unique and good opportunity to receive feedback regarding their performance
(although they are sometimes subject to audits, they said that this would give them a
totally different experience). Although worried with the accuracy of the location
system, they found the avatars experience funny. In the first meeting, when we
presented the concept, they showed little interest in components like badges, virtual
goods and content unlocking because it would require them to use the system outside
their labor hours. They, however, liked the concept of leaderboards.</p>
        <p>To finish, we asked them if they prefer to maintain their privacy (that is,
information presented by sensor and not by HCW) or if they wanted their name (or a
chosen nickname) to appear on the screen. They said that this was indifferent for
them, since they had no problem in having their identity exposed in the screen.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.3 Simulation</title>
        <p>The simulation in a non-real environment by the authors of this paper presented good
results. The system worked accordingly to our expectations, returning a HH
compliance rate of 100% regarding the moments simulated. However, when testing it
at the hospital, we noticed that these results were a false positive and that the system
needed some refinements.</p>
        <p>Regarding the simulation performed by the nurse from the ICU ward during one
12-hour shift, little data was collected for us to make assumptions regarding changes
in behavior, in comparison to the baseline. Plus, as we already mentioned, the system
still had some flaws in terms of accuracy. Nevertheless, the feedback received was
that the nurse got happier as she progressed in the game, and whenever she noticed
that the rate had decreased (even if only a little), she felt the urge for being more
aware of the HH moments. The participant nurse approved the measure as an
opportunity to improve her performance. This nurse realized that she ended up
consulting the webpage, even though she said she wouldn’t in a first instance.</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4 Discussion</title>
      <p>Based on the results presented in the previous section, we can settle that the IS was
conceptually validated, since we were able to detect the nurse’s movements using
proximity and to quantify the compliance with a good precision, which was only
possible due to the indoor location system’s capability of providing the nurses’
position with great accuracy and in a real-time basis, despite using a radio-frequency
based technology. After the refinements currently being performed, we believe that
the system will be able to collect data with even better accuracy.</p>
      <p>Nurses’ feedback was taken into consideration during the whole process, and
several functionalities derived from their thoughts. A good example is the e-mail
functionality already presented and justified.</p>
      <p>The results from the initial meeting with the focus group were confirmed, since the
participant nurse approved the measure and believes, in long term, it can really
improve her performance. Also, we verified the results we aimed at achieving with
the e-mail functionality, since the nurse consulted the webpage. However, one huge
limitation must be highlighted: our goal with this small simulation was to validate the
concept and one nurse’s opinion, and not to test the overall impact of the gamification
solution in a ward. Thus, we were not able to analyze the impact of the interactions
between colleagues and the nurse was not able to experience the cooperation and
competition mechanics of it, which is of greatest importance in this study. This
study’s small duration (one work day) is also another relevant limitation.</p>
      <p>Our gamification solution will be facing the barriers we previously mentioned, and
it was built not only to fit HCWs needs but also to fight these barriers. Our main
concern since the design phase was to keep the workload induced by the IS as low as
possible, mainly during the shift. We believe that we achieved it, since nurses seem to
accept the tasks of starting and finishing the shift in the applications as something that
does not impose much effort. The nurse participating in the small simulation stated
that her motivation in performing HH had augmented, thus we believe that the IS will
increase motivation even more when nurses start to compete and interact with each
other. Forgetfulness was fought since system’s presence acts as a reminder for the
nurses to perform HH.</p>
      <p>Of course, players are different and will react differently to the system. In further
tests we will try to understand the different type of players we have and refine the IS
to please as many players as possible.</p>
      <p>It is also important to highlight that the gamification application will not be used
for monitoring purposes. Its goal is to create a fun environment and turn the process
of cleaning hands not only as an obligation, but also as a thing that can make them
progress in the game. Gamification tries to erase one of automated monitoring
system’s drawback of HCWs being afraid of being “watched” and “monitored”.</p>
      <p>Since, as we have seen, there is a direct relation between HH compliance rate value
and the number of patients affected by HAIs, we believe that if we are able to
improve HH performance we will also be decreasing the number of patients affected
by HAI.</p>
      <p>This system suffers from some of the typical limitations associated with automated
monitoring systems. It is only able to detect compliance with moments 1, 4 and 5 of
WHO’s “My five moments for hand hygiene" framework. According to several
studies, this means that we were able to detect 80% of the total HH opportunities [12].
There is some potential to observation bias: although there is no presence of a
physical observer, nurses may have the sense of being observed, which can lead to
higher (thus, unreal) HH compliance rates.</p>
      <p>Results achieved were collected in an ICU, where the majority of the patients
require full care for all daily activities like eating, bathing, dressing, etc. The same
system deployed on units following different care models might present different
results. Also, we only monitored nurses’ HH performance, but it would be of
importance to include physicians in further trials.</p>
    </sec>
    <sec id="sec-5">
      <title>5 Conclusion</title>
      <p>The impact of gamification on HH compliance is still under evaluation. Even though
we only performed small validation tests to check whether or not the concept would
work, so far the results show that the IS is promising in improving nurses’ awareness.</p>
      <p>A demonstration in the ICU ward is already planned. During a 5-day trial, 24
nurses will be using the gamification solution and will be provided with feedback
regarding their HH compliance rate. Simultaneously, we will be observing their
behaviors and reactions, trying to understand if they are comfortable with it and if
they trust the presented results. We will also be focused on spotting technical issues
that might be leading to undesired side effects of the system. In the end, we will
analyze the gathered results and refine our tool, both in terms of improving our
gamification solution and fixing problems that may emerge during the demonstration.</p>
      <p>After this, our goal is to implement the solution in a unit of another hospital during
a larger number of days. As we mentioned in section 4, the system might present
different results depending on the care model the unit follows. This also applies to
deploying it in different hospitals. It would be of interest to analyze the impact of
these variables in our system’s results.</p>
      <p>To conclude, we believe that the IS is aligned with nurses’ needs and that it will
have a positive impact on their daily routine. Although we note some resistance to
some ideas we discussed with the nurses regarding game elements, the nurse who
participated in our initial test agreed that she ended up checking the system. We want
to check if nurses’ become curious about the IS and start exploring it (instead of just
seeing and trying it on the meetings). From here, maybe they start using it on a daily
basis.</p>
      <p>It must be highlighted that by involving the nurses in the project since the
beginning, a higher sense of ownership in the process was enabled and we were able
to better understand their requirements.</p>
      <p>Acknowledgments OSYRISH project is funded by Fundação para a Ciência e
Tecnologia (PTDC/IVC-COM/5016/2012) and GTHM/FCT
(UID/Multi/04413/2013). This support and the individual grants to R. Marques and J.
Gregório are gratefully acknowledged.</p>
    </sec>
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