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The effect of gamification mobile health application on medication adherence

The effect of gamification mobile health application based on Pender’s health promotion model on medication adherence in adolescents with epilepsy

Status
Recruiting
Phases
Unknown
Study type
Interventional
Source
IRCT
Registry ID
IRCT20250901067065N1
Enrollment
92
Registered
2025-10-03
Start date
2025-09-09
Completion date
Unknown
Last updated
2025-10-13

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Epilepsy. Epilepsy and recurrent seizures

Interventions

Intervention 1: Intervention group: The designed gamification application, along with installation instructions and user guidelines, will be provided in the form of educational content via a virtual c

Sponsors

Hamedan University of Medical Sciences
Lead Sponsor

Eligibility

Sex/Gender
All
Age
11 Years to 20 Years

Inclusion criteria

Inclusion criteria: Definitive diagnosis of epilepsy based on medical record Minimum of 6 months elapsed since definitive epilepsy diagnosis, as documented in the medical record Uniform medication regimen according to the medical record Age range: 11 to 20 years Medication adherence: poor to moderate, assessed by adherence questionnaire Willingness of the adolescent and the legal guardian to participate and cooperate in the study Ability to use the participant’s own smartphone (Android OS) for study procedures Access to the Internet

Exclusion criteria

Exclusion criteria: Use of medications that affect the nervous system, excluding antiseizure medication regimen Presence of a significant developmental disorder (e.g., autism spectrum disorders or intellectual disability) Presence of comorbidity (e.g., diabetes, etc.) Presence of serious psychiatric disorders (e.g., depression, anxiety disorders, attention deficit hyperactivity disorder) with confirmation by a psychiatrist History of acute incidents leading to physical or psychological problems within the past month

Design outcomes

Primary

MeasureTime frame
Medication adherence score on the Pediatrics Medication Adherence Scale (PMAS) by Bayraktar. Timepoint: Baseline (pre-intervention) and at 1 and 2 months after the initiation of gamification. Method of measurement: Pediatrics Medication Adherence Scale (PMAS) by Bayraktar.

Secondary

MeasureTime frame
Medication beliefs score on the Beliefs about medication questionnaire-Specific (BMQ-Specific) by Horne. Timepoint: Baseline (pre-intervention) and at 1 and 2 months after the initiation of gamification. Method of measurement: Beliefs about medication questionnaire-Specific (BMQ-Specific) by Horne.;Medication barriers score on the Adolescent Medication Barriers Scales (AMBS) by Simons. Timepoint: Baseline (pre-intervention) and at 1 and 2 months after the initiation of gamification. Method of measurement: Adolescent Medication Barriers Scales (AMBS) by Simons.;Self-efficacy score for appropriate medication use on the Self-Efficacy for Appropriate Medication Use Scale (SEAMS) by Risser. Timepoint: Baseline (pre-intervention) and at 1 and 2 months after the initiation of gamification. Method of measurement: Self-Efficacy for Appropriate Medication Use Scale (SEAMS) by Risser.

Countries

Iran (Islamic Republic of)

Contacts

Public ContactHedieh Sadat Hosseini

Hamedan University of Medical Sciences

hs.hoseini@edu.umsha.ac.ir+98 81 3826 2756

Outcome results

None listed

Source: IRCT (via WHO ICTRP) · Data processed: Feb 4, 2026