MoviPill- Improving medication compliance for elders using a mobile persuasive social game

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MoviPill: Improving Medication Compliance for Elders Using a Mobile Persuasive Social Game Rodrigo de Oliveira, Mauro Cherubini, and Nuria Oliver Telefonica Research via Augusta 177, 08021, Barcelona – Spain {oliveira, mauro, nuriao}@tid.es of 139 studies reporting compliance data showed that only 63% of patients keep complying with their medication after a year and patients take their medication only 72% of the time [13]. Adherence rates are typically higher among patients with acute conditions, as compared with those with chronic conditions. Clinical trials report average adherence rates of only 43 to 78 percent among patients receiving treatment for chronic conditions [17]. Similar results were obtained in a study involving 325 elderly (average age of 78 years) [31], whom are frequently taking medication for chronic illnesses.

ABSTRACT

Medication compliance is a critical component in the success of any medical treatment. However, only 50% of patients correctly adhere to their prescription regimens. Mobile and ubiquitous technologies have been proposed to tackle this challenge, mainly in the form of memory aid solutions that remind patients to take their pills. However, most of these methods do not engage patients in shifting their behavior towards better compliance. In this paper, we propose and evaluate a mobile phone-based game called MoviPill that persuades patients to be more adherent to their medication prescription by means of social competition. In a 6-week user study conducted with 18 elders, the use of MoviPill improved both their compliance to take the daily medication and also the accuracy of the drug intake time according to the prescribed time. Moreover, the improvement in the latter increased from 43% to 56% when we considered only participants that had any interest in games, which reveals the importance of applying persuasive techniques in a personalized manner. We conclude with a set of implications for the design of persuasive mobile solutions in this domain.

In order to tackle this challenge, medical experts have tried a variety of approaches that remind patients to take their medication. Simple intervention methods such as telephonic follow-ups by the pharmacist were shown to be effective in enhancing medication compliance [24, 27] and reducing the overall costs to the health provider [18]. However, this type of approaches are difficult to sustain in the long-term and at a large scale [32]. With the pervasiveness of mobile phones and the advent of “smart packages” (e.g., GlowCaps [3]), automated reminding could be addressed to solve the problem of scalability. Still, previous work reports cases in which no improvement in medication compliance was observed by using reminders alone [23, 25, 38], or even where automated reminders were perceived negatively by the users [39].

Author Keywords

persuasive mobile interfaces, elderly, medication compliance, user study. ACM Classification Keywords

Persuasive techniques could address this problem by shifting the focus from a human activity that we are not typically good at (i.e., remembering) to an activity that we tend to be good at and enjoy (i.e., socializing). Previous work in this area has already shown promising results to obtain positive changes in people’s behavior in a variety of domains (e.g., motivate physical activity using personal awareness [22] and social competition [11, 16]). However, most of the strategies that address medication compliance involve reminding patients to take their pills and educating them on the effects of non-compliance, which do not seem to be enough to motivate people to comply with their medication regimens [36]. Alerting patients to do the same thing everyday does not engage them in actually doing it by themselves.

J.3 Life and Medical Sciences: [Medical information systems]; H5.2 Information interfaces and presentation: User interfaces—Evaluation/methodology General Terms

design, experimentation, human factors, verification. INTRODUCTION

Human memory is one of the most intriguing cognitive processes. It dynamically retains the most relevant elements of our life. At the same time, it is prone to failures. Hence, it is no surprise that the automated capture and access to live experiences is considered among the top three main research themes in Ubiquitous Computing [4]. Relying on our memory may be a dangerous practice when our health depends on it, as it is the case in medication compliance. A recent review

Our approach towards increasing levels of compliance (remembering to take a dose) and adherence to medication regimens (taking doses at the prescribed time) focuses on changing the way people perceive the drug intake task. Particularly, our main hypothesis is that patients become more compliant in taking their medications when the task is not seen as an obligation, but rather as an entertaining and engaging experience. In this paper, we address engagement by means of a game. We have implemented a mobile phone application called MoviPill to encourage compliant behavior by giving more points to players that take their medica-

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