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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Possible Benefits of Gamification for Improving Surgical Patients' Quality of Care</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Elina Haavisto University of Turku Finland</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Jaana-Maija Koivisto University of Helsinki</institution>
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Jari Multisilta Tampere University of Technology Finland</institution>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2017</year>
      </pub-date>
      <fpage>9</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>This paper considers the potential benefits of gamification from the perspective of surgical patients' quality of care. There is little published data on gamifying the work of healthcare professionals even though the use of serious games in healthcare has been growing. Literature on the quality of care shows that patients are often satisfied with the care they have received. However, research indicates that deficiencies exist in patient education, in patients' opportunities to participate in and have impact on decision making regarding their care, and in prevention and management of complications. Workplace culture is significantly connected with the incidence of patient complications. Gamification of healthcare workers' daily work routines could have positive effects on nurses' ownership and the meaningfulness of their work, and on the prevention and management of complications, which would in turn improve the quality of care for surgical patients. In this paper, a hypothetical gamification case is presented and directions for future research are discussed.</p>
      </abstract>
      <kwd-group>
        <kwd>Quality of Care</kwd>
        <kwd>Gamifying Healthcare</kwd>
        <kwd>Nurses' Work Processes</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        This article discusses the potential benefits of gamification from the perspective of surgical patients’
quality of care. This approach was chosen because earlier research has shown that workplace culture is
significantly connected with the incidence of patient complications
        <xref ref-type="bibr" rid="ref9">(Hahtela, 2015)</xref>
        . Further, evidence
has shown that even though patients are satisfied in general with the care that they have received,
deficiencies exist in patient education and in patients’ opportunities to participate in and have an impact on
decision making with regard to their care (Gröndahl &amp; Leino-Kilpi, 2013). Additionally, this paper
goes beyond an ongoing research project investigating the quality of care received by surgical patients
and looks to the future by considering possibilities to embed gamelike features into the daily work
routines of nurses.
      </p>
      <p>
        Recently, a considerable amount of literature has emerged around the theme of gamification
        <xref ref-type="bibr" rid="ref10">(Hamari et
al., 2014)</xref>
        but there is little published data on gamifying the work of healthcare professionals. In the
healthcare sector, serious games have been used in professional education
        <xref ref-type="bibr" rid="ref12 ref13 ref8">(Graafland et al., 2012;
Koivisto et al., 2016b)</xref>
        and in patients’ health promotion and rehabilitation (e.g. Burke 2009). However,
gamification has not been embedded in the daily work routines of healthcare workers even though it
might have positive effects on commitment to and ownership of the work, feelings of belonging to a
workplace community, and feelings of achievement. In addition to these, gamification might increase
intrinsic motivation
        <xref ref-type="bibr" rid="ref11">(see Huotari &amp; Hamari, 2011)</xref>
        to provide high-quality patient care. Furthermore,
from the patients’ point of view, patient engagement has been insufficiently instilled into nursing
practice even though it could improve the quality and safety of healthcare (Steelman, 2014). According to
Steelman (2014), patient engagement is not only about individual patients participating in decisions
about their care, but also involving them in designing new facilities, remodelling existing facilities,
developing new programs, and carrying out quality improvement projects.
In this paper, the challenges for quality of care are discussed. Further, the benefits of gamification for
quality of care are considered, and a hypothetical gamification case is presented. Finally, directions for
future research are summarised.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. Challenges for Quality of Care</title>
      <p>
        Previous research has established that poor workplace culture
        <xref ref-type="bibr" rid="ref9">(Hahtela et al., 2015)</xref>
        , nurses’ decreased
commitment to work
        <xref ref-type="bibr" rid="ref5">(Flinkman et al., 2008)</xref>
        , poor clinical reasoning skills
        <xref ref-type="bibr" rid="ref15">(Ludikhuize et al., 2012;
Soar et al., 2015)</xref>
        , deficiencies in patient education, as well as patients’ participation in decision
making impair the quality of patient care (Gröndahl &amp; Leino-Kilpi, 2013). There is increasing concern that
poor opportunities for professional advancement and development, lack of affective professional
commitment, low job satisfaction, and higher quantitative work demands may lead to nurses (especially
young qualified nurses) leaving nursing to start a new career in some other profession
        <xref ref-type="bibr" rid="ref5">(Flinkman et al.,
2008)</xref>
        . Another concern especially related to surgical patients is the fact that workplace culture is
significantly connected with the incidence of patient complications
        <xref ref-type="bibr" rid="ref9">(Hahtela et al., 2015)</xref>
        . Moreover, van
Oostveen et al. (2015) found that one of the most important patient-related factors that influence the
care intensity of hospitalised surgical patients is the occurrence of complications. Surgical nurses are
focused on direct patient care, such as checking patients’ vital signs, guiding patients towards self-care,
and providing wound care (van Oostveen et al., 2015). These are all factors that relate to preventing
and monitoring complications, which in turn relate to nurses’ clinical reasoning skills. Workplaces
should invest in the creation of a supportive practice environment
        <xref ref-type="bibr" rid="ref9">(Hahtela et al., 2014)</xref>
        , where nurses
can use their professional competence to provide the best possible patient care.
        <xref ref-type="bibr" rid="ref9">Hahtela et al. (2015)</xref>
        found that a positive workplace culture is one of the key factors in retaining and recruiting nurses.
Thus, workplace culture also affects job satisfaction and quality of care.
      </p>
      <p>
        Poor or insufficient clinical reasoning can have serious consequences. Previous research has
established that nursing staff lack knowledge and skills in the ability to detect signs of deterioration in
hospitalised patients, and this may lead to severe adverse events
        <xref ref-type="bibr" rid="ref15">(Ludikhuize et al., 2012; Soar et al.,
2015)</xref>
        . The quality of surgical patients’ care can be improved by recognising and managing
complications at an early stage (Friese &amp; Aiken, 2008), since signs of deterioration are clear and can be detected
24–48 hours before a life-threatening event
        <xref ref-type="bibr" rid="ref15">(Ludikhuize et al., 2012)</xref>
        . Friese and Aiken (2008) argue
that post-operative complications, such as gastrointestinal bleeding and respiratory compromise, are
easily detectable by nurses, and those clinical conditions can be managed successfully with timely
interventions. The implementation of a simple physiological risk-management tool, Modified Early
Warning Score (MEWS), for all surgical in-patients enables improvement in the quality and safety
provided to surgical ward patients (Gardner-Thorpe et al., 2015). MEWS includes the measurement of
vital signs (see Table 1).
Worried about patient’s condition: 1 point
Urine production below 75 ml during previous 4 hours: 1 point
Saturation below 90% despite adequate oxygen therapy: 3 points
The use of MEWS in daily work requires nurses to learn the MEWS parameters, which could be
learned, for example, by using simulation games as a part of regular staff education for recognising,
monitoring, and managing critically ill patients
        <xref ref-type="bibr" rid="ref12 ref13 ref8">(Graafland et al., 2012; Koivisto et al., 2016a, 2016b)</xref>
        .
Such games replicate reality and allow healthcare professionals to practise patient care in an immersive
virtual environment without compromising patient safety
        <xref ref-type="bibr" rid="ref4">(e.g. Dev et al., 2011)</xref>
        . This increases staff
competence in preventing post-operative complications, and thus improves the quality of care for
surgical patients. However, learning the MEWS tool in theory does not guarantee that it is applied in
practice.
      </p>
    </sec>
    <sec id="sec-3">
      <title>3. Benefits of Gamification for Quality of Care</title>
      <p>
        To improve the quality of care, one possibility could involve the use of gamification to increase nurses’
ownership and the meaningfulness of their work. According to
        <xref ref-type="bibr" rid="ref10">Hamari et al. (2014)</xref>
        gamification has
three main parts: 1) the implemented motivational affordances, 2) the resulting psychological
outcomes, and 3) the further behavioural outcomes. The motivational affordance categories can include
points, leader boards, achievements/badges, levels, story/theme, clear goals, feedback, rewards,
progress, and/or challenges. Psychological outcomes often relate to motivation, attitude, and enjoyment
        <xref ref-type="bibr" rid="ref10">(Hamari et al., 2014)</xref>
        . The motivational affordances could be implemented in healthcare workplace
culture, thus increasing nurses’ ownership of their own work and job satisfaction. This in turn would
have an impact on the quality of patient care.
      </p>
      <p>
        However,
        <xref ref-type="bibr" rid="ref10">Hamari et al. (2014)</xref>
        highlight that the role of the context being gamified, and the qualities of
the users are essential antecedents for engaging gamification. This is especially true in the healthcare
sector, where workers deal with serious issues: they are responsible for patients and their well-being. It
might be challenging to implement gamification into healthcare workplace culture; already the terms
gamification and gamifying might be understood narrowly as referring to ‘having fun at patients’
expense’ or ‘playing with patients’ lives’. Maybe, when referring to the gamification of healthcare
professionals’ work, some other term could be more convenient and suitable. Nevertheless, gamification
that includes social aspects could be beneficial for healthcare workplaces since, as Koivisto and
        <xref ref-type="bibr" rid="ref10">Hamari (2014)</xref>
        found, women in particular value the social aspects of gamification (most nurses are women).
A second advantage of gamification with regard to the quality of care relates to the positive effects and
benefits, such as engagement and enjoyment
        <xref ref-type="bibr" rid="ref10">(Hamari et al., 2014)</xref>
        . Marques et al. (2015) studied the
use of gamification to promote nurses’ hand hygiene compliance self-awareness and action. They used
an automated monitoring system to collect data in real time and provide feedback information to nurses
working in an intensive care unit. They found that nurses liked the concept of leader boards but showed
little interest in components such as badges, virtual goods, and content unlocking. The opportunity to
obtain feedback and improve performance was rated positively. Similarly, the importance of feedback
for improving performance has been found to be important in nursing educational games
        <xref ref-type="bibr" rid="ref12 ref13">(Koivisto et
al., 2016b)</xref>
        . Gamification has a positive influence on learning outcomes, for example, increased
motivation, engagement, and enjoyment in the learning tasks
        <xref ref-type="bibr" rid="ref10">(Hamari et al., 2014)</xref>
        .
      </p>
      <p>
        Huotari’s and Hamari’s (2011) definition of gamification can be applied to improving patients’ quality
of care. They define gamification as ‘a form of service packaging where a core service is enhanced by
a rules-based service system that provides feedback and interaction mechanisms to the user with an aim
to facilitate and support the users’ overall value creation’. When applying gamification to improve
patients’ quality of care, the core service in a nursing context could be nursing tasks related to
highquality care, for example, preventing and managing complications (see Figure 1 and the hypothetical
case). The service could be enhanced by augmenting the prevention and management of complications
through the implementation of gamelike features that appeal to nurses’ intrinsic motivations. The
nurses’ intrinsic motivation could be engaged by using motivational affordances, such as clear goals,
feedback, rewards, progress, and competition
        <xref ref-type="bibr" rid="ref10">(see Hamari et al. 2014)</xref>
        . However, it would be important to
investigate what appeals to nurses’ or patients’ intrinsic motivation, what are the motivational
affordances that influence nurses’ or patients’ intrinsic motivation, and what would be the best reward
regarding patient care. After that, the nurses’ work could be gamified by using motivational
affordances that generate intrinsic motivation (psychological outcome) for implementing high-quality care
(behavioural outcome)
        <xref ref-type="bibr" rid="ref10">(see Hamari et al., 2014)</xref>
        . Furthermore, changing the behaviour of professionals (an
undesired behaviour is abandoned in favour of a new one) requires that a person performs a target
behaviour, and to do so, three factors needs to be present at the same time: sufficient motivation,
sufficient ability, and an effective trigger
        <xref ref-type="bibr" rid="ref1 ref6">(AlMarshedi et al., 2017; Fogg, 2009)</xref>
        .
      </p>
      <sec id="sec-3-1">
        <title>3.1 Hypothetical Case</title>
        <p>
          In this hypothetical case, gamification is used to improve the identification of patients at risk for
cardiac arrest, which is a common complication for surgical patients. Hamari et al.’s (2014) definition of
gamification is applied (see Figure 1). Signs of deterioration are clear and can be detected 24–48 hours
before a life-threatening event
          <xref ref-type="bibr" rid="ref15">(Ludikhuize et al., 2012)</xref>
          . Due to this, it is important to regularly observe
critically ill patients and document vital signs in real time in order to prevent cardiac arrests
          <xref ref-type="bibr" rid="ref18">(Resuscitation: Current Care Guidelines Abstract, 2016; Soar et al., 2015)</xref>
          . In this case, the use of a mobile
documentation device (mobile phone) is thought to promote identification of patients at risk for cardiac
arrest. Identification is one of the most important factors in preventing and managing complications.
Mobile documentation allows nurses to document information near the patient. With mobile
documentation, nurses have up-to-date information about a patient’s clinical condition, since it enables nurses to
manage measurements and statistics in real time. In addition, the data can be transferred directly to the
patient information system. The core work process in this case could be the identification of patients at
risk for cardiac arrest. The implemented motivational affordances include the use of gamelike features
to engage intrinsic motivation to change behaviour related to the identification of patients at risk for
cardiac arrest.
        </p>
        <p>Goal: identification of patients at risk by monitoring vital signs in real time by using mobile
documentation with a mobile phone.</p>
        <p>Feedback: feedback regarding patient’s MEWS is provided by using colour effects as triggers
to identify patients at risk.</p>
        <p>Reward: patients at risk are identified and cardiac arrests are prevented; satisfaction with own
work is increased by being able to prevent complications.</p>
        <p>Progress: data from patient’s MEWS is collected and analysed every hour, which makes
nurse’s documentation visible.</p>
        <p>
          Suppose all nurses have mobile devices and they are instructed to document a patient’s vital signs by
using mobile documentation every hour. The Fogg Behavior Model (FBM) is applied
          <xref ref-type="bibr" rid="ref6">(Fogg, 2009)</xref>
          to
understand the behaviour change related to performing new a task. The expected behaviour change is
using a mobile device for documenting vital signs in real time. In this hypothetical case, this task is
new for nurses. The target behaviour is to use mobile documentation to monitor vital signs at regular
intervals (i.e. every hour) to identify patients at risk for cardiac arrest. In the mobile documentation, the
MEWS is applied to identify deteriorating patients (see Table 1)
          <xref ref-type="bibr" rid="ref15">(Ludikhuize et al., 2012)</xref>
          . Using the
device means that a nurse documents a patient’s vital signs once in every hour by using the mobile
device. The device analyses the data by using MEWS as a framework. Motivation to perform the target
behaviour refers here to the nurse’s motivation to use mobile documentation to monitor vital signs at
regular intervals. Low motivation means that the nurse does not use the mobile documentation device
to document vital signs because, for example, he or she might think that it is one more new task in a
busy work shift. High motivation means that the nurse documents the vitals sign at regular intervals by
using the device. Ability to perform a target behaviour refers here to the ability to use the mobile
documentation device to monitor vital signs at regular intervals. The nurse might have a low ability to use
the mobile documentation device because, for example, of a non-intuitive user interface, lack of mobile
devices, or lack of time. The trigger in this case is the visual representation of MEWS in the mobile
phone display: Colour effects demonstrate the points in the MEWS to help the nurses notice changes in
a patient’s vital signs and to identify patients at risk for cardiac arrest (see Table 2). Green refers to
zero (0) points, yellow refers to one (1) point, and red refers to two and three (2–3) points in MEWS
(see Tables 1 and 2). In this way, the trigger is associated with the behaviour: the nurse uses the mobile
documentation device at regular intervals (is motivated and has the ability) and is able to see the
changes in patient’s clinical condition in real time. This in turn supports the behaviour change, which
in this hypothetical case is using mobile documentation with a mobile device as part of the nurse’s
daily routine. This enables the management of complications and further improves the quality of patient
care.
        </p>
      </sec>
      <sec id="sec-3-2">
        <title>MEWS 1:00 p.m.</title>
        <p>Heart rate</p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Directions for Future Research</title>
      <p>
        This paper has considered the potential benefits of gamification to improve the quality of care of
surgical patients. Further research should be undertaken to establish whether quality of care can be
improved by gamifying, for example, prevention, recognition, and management of post-operative
complications. New knowledge on motivational affordances that produce psychological outcomes and further
behavioural outcomes
        <xref ref-type="bibr" rid="ref10">(see Hamari et al., 2014)</xref>
        in surgical patients’ care is needed from nurses’ and
patients’ points of view.
      </p>
      <p>
        What is now needed is a study involving researchers, practising nurses, and doctors in collaboration to
explore how gamification could be implemented in patient care. By involving nurses and doctors in the
process, their ownership regarding the new approaches can be strengthened, which increases the
likelihood of promoting the intended outcomes
        <xref ref-type="bibr" rid="ref2 ref3">(Marques et al., 2015; de Vito Dabbs et al., 2009)</xref>
        . One
possible methodological approach could be design-based research, which leads to the development of
knowledge that advances pragmatic and theoretical aims (Design-Based Research Collective, 2003;
Wang &amp; Hannafin, 2005). Design-based research is well suited to gamifying work processes since it is
conducted over a long period within a single real-life setting, which increases the likelihood that
gamification can be embedded in the daily routines of nurses’ work and patient care. Another possible
research design could be a randomised controlled trial that investigates the effectiveness of a gamified
intervention to prevent surgical patients’ cardiac arrests by using an intervention group and a control
group. Nevertheless, in order to implement gamification in the healthcare sector on a larger scale, more
research is needed to better understand the benefits of gamification for the ownership and the
meaningfulness of nurses’ work.
      </p>
    </sec>
  </body>
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