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Efficacy of Gamification in Enhancing User Engagement

Efficacy of Gamification in Enhancing User Engagement in Visual Mapping Assistive Technology

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT05422339
Enrollment
60
Registered
2022-06-16
Start date
2022-09-12
Completion date
2023-12-28
Last updated
2025-09-29

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

Conditions

Alzheimer Disease, Assistive Technology, Dementia, Gamification

Keywords

Alzheimer disease, Dementia, Caregiver burden, activities of daily living, Assistive technology

Brief summary

As part of Phase II of the NIH SBIR grant, the study will conduct a randomized controlled clinical trial in which the MapHabit system's gamification is investigated to determine whether the assistive technology facilitates user engagement and retention. Additionally, the study will examine if the gamified software improves the quality of life of persons with dementia and reduce the burden of the respective care partners. Participants will be individuals with Alzheimer's disease or related dementias in mild to moderate stage of cognitive impairment, accompanied by their respective primary care partner (i.e., primary familial caregiver). The study will be a randomized controlled clinical trial, in which two conditions will be investigated: 1) experimental condition in which MHS+Gamification is implemented into the daily care received by participants 2) control condition in which the MHS alone and separate engagement material is incorporated into the participant's daily care. Sample size goal will strive for a total of 40 individual-caregiver dyads, 20 in each condition. The study duration will be a 6-month intervention.

Interventions

DEVICEThe MapHabit system (MHS)

The MapHabit System (MHS) is a commercially available visual mapping software application that utilize visual, audio, and text media to create step-by-step visual guides to assist individuals and their caregivers in structuring and accomplishing activities of daily living (ADLs). The goal of the application is to develop and facilitate habits and routines using structured visual and auditory stimuli that can be customized by the user and can include educational and lesson-based material in addition to ADLs. The application will be made available to families through compatible smartphones and tablets. Depending on the condition, participants will receive a specific version of the application. The experimental condition will receive the version that incorporates gamified content and structure. The MHS is a general wellness product and there is no regulatory oversight of the MapHabit System mapping functionality. This functionality is not a regulated medical device.

Sponsors

MapHabit, Inc.
Lead SponsorINDUSTRY

Study design

Allocation
RANDOMIZED
Intervention model
PARALLEL
Primary purpose
SUPPORTIVE_CARE
Masking
DOUBLE (Subject, Outcomes Assessor)

Masking description

Statistical analyses of all data will be carried out independently of investigators by a biostatistical resource department of an academic health center for validation.

Intervention model description

The study will be a randomized controlled clinical trial, in which two conditions will be investigated: a control and experimental condition.

Eligibility

Sex/Gender
ALL
Healthy volunteers
No

Inclusion criteria

* Individual diagnosed with Alzheimer's disease or other related dementia (ADRD) in their mild to moderate stage of impairment * Participating caregiver of individual with dementia must be the primary caregiver * Proficient in English

Exclusion criteria

* Individual not diagnosed with ADRD * Participating caregiver of individual with dementia is NOT the primary caregiver * Not proficient in English

Design outcomes

Primary

MeasureTime frameDescription
Change in User Interaction and Engagement From Baseline to 6 MonthsUser engagement (i.e., map count) was collected daily for the total duration of 180 days/6 months of the subject's participation. Usage data was segmented and analyzed via monthly basis.Our internal analytics of the software can assess the user's interactions with the application by tracking user's map use count per month. By combining these data points, we can determine the average engagement for each participant and compare them between groups.
Quality of Life-18 (QoL-18)The instrument was administered to the participants once -- at the end of their participation in the 6 month study.18-item quality-of-life questionnaire (QoL-18) evaluated a range of participants' behaviors, including mood, engagement, and memory at the end of the study compared to before the use of the MHS. The instrument is scored on a Likert Scale, ranging from 1-5. A higher number indicates better outcome.

Secondary

MeasureTime frameDescription
2-item Satisfaction Scale (SS-2)The instrument was administered to the participants after the completion of the study duration (i.e., assessed at 6 months)Quantifies participant's endorsements to two survey questions: How satisfied were they with the MHS? How much progress did they feel like they made? Both questions are scored on a 10-point scale, with a higher value reflecting a better outcome/experience.

Countries

United States

Participant flow

Pre-assignment details

60 participants were targeted in order to account for expected enrollment attrition. The 60 participant enrollment include only the persons living with dementia (PLWD). Each participant was accompanied by their primary caregiver in order to receive necessary assistance in fully engaging in the study. All enrollment numbers, data, and outcomes reflect the 60 PLWD only, and do not include their accompanied caregivers. The subjects were randomly assigned to one of two groups.

Participants by arm

ArmCount
Gamified Intervention
Participants were persons with mild/moderate stage of Alzheimer's disease and related dementias (ADRD). Each participant was enrolled with the presence of their primary care partner, who was required for assistance in the engagement of the intervention and completion of assessments throughout the study. Only participants directly contributed to data collection. Accompanying care partners needed to be in a direct care partner relationship with the participant, defined as a care partner who spends at least eight hours per week with the participant. This condition involved the implementation of an assistive technology software (the MapHabit system) with added gamification features into the daily care of the participants. The experimental condition received the version that incorporates gamified content and structure. Gamification involved receiving four new cognitive games each month. The cognitive games that were chosen for the current study followed game types observed to be prevalent in literature centered on serious games within dementia research. These games aim for cognitive stimulation in slowing down symptom acuity. Game design elements of positive reinforcement, problem-solving, progression, and visual cues were implemented into game content and software.
13
Non-gamified Intervention
Each participant enrolled together with their primary care partner in the same fashion described in Gamified Intervention. This control condition acted as the active comparator to the experimental condition. The same assistive technology, the MapHabit system, was given to individuals with mild to moderate ADRD and their caregivers. The difference here was that the software was a version that did not include gamification features. The Control Group watched several 40 to 55-minute educational videos that were sent to the participants' devices each month. The content involved topics such as Happiness, Memory, Nutrition/Diet, and Mindfulness. The intent was to have the two groups engaged for about equal lengths of time in each of their respective interventions.
15
Total28

Withdrawals & dropouts

PeriodReasonFG000FG001
Overall StudyWithdrawal by Subject1715

Baseline characteristics

CharacteristicGamified InterventionNon-gamified InterventionTotal
Age, Customized
Age (%)
31-40 years old
0 Participants1 Participants1 Participants
Age, Customized
Age (%)
41-50 years old
1 Participants1 Participants2 Participants
Age, Customized
Age (%)
51-60 years old
2 Participants1 Participants3 Participants
Age, Customized
Age (%)
61-70 years old
1 Participants2 Participants3 Participants
Age, Customized
Age (%)
71-80 years old
5 Participants4 Participants9 Participants
Age, Customized
Age (%)
81-90 years old
4 Participants4 Participants8 Participants
Age, Customized
Age (%)
91-100 years old
0 Participants2 Participants2 Participants
Ethnicity (NIH/OMB)
Hispanic or Latino
0 Participants0 Participants0 Participants
Ethnicity (NIH/OMB)
Not Hispanic or Latino
13 Participants15 Participants28 Participants
Ethnicity (NIH/OMB)
Unknown or Not Reported
0 Participants0 Participants0 Participants
Race (NIH/OMB)
American Indian or Alaska Native
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Asian
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Black or African American
3 Participants7 Participants10 Participants
Race (NIH/OMB)
More than one race
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Native Hawaiian or Other Pacific Islander
0 Participants0 Participants0 Participants
Race (NIH/OMB)
Unknown or Not Reported
1 Participants0 Participants1 Participants
Race (NIH/OMB)
White
9 Participants8 Participants17 Participants
Sex: Female, Male
Female
8 Participants8 Participants16 Participants
Sex: Female, Male
Male
5 Participants7 Participants12 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
deaths
Total, all-cause mortality
1 / 300 / 30
other
Total, other adverse events
0 / 300 / 30
serious
Total, serious adverse events
1 / 301 / 30

Outcome results

Primary

Change in User Interaction and Engagement From Baseline to 6 Months

Our internal analytics of the software can assess the user's interactions with the application by tracking user's map use count per month. By combining these data points, we can determine the average engagement for each participant and compare them between groups.

Time frame: User engagement (i.e., map count) was collected daily for the total duration of 180 days/6 months of the subject's participation. Usage data was segmented and analyzed via monthly basis.

ArmMeasureGroupValue (MEDIAN)Dispersion
Gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 132 Uses per MonthStandard Deviation 29.9
Gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 27 Uses per MonthStandard Deviation 29.3
Gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 38 Uses per MonthStandard Deviation 21.3
Gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 45 Uses per MonthStandard Deviation 13.2
Gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 54 Uses per MonthStandard Deviation 9
Gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 60 Uses per MonthStandard Deviation 16
Non-gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 53 Uses per MonthStandard Deviation 38.7
Non-gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 160 Uses per MonthStandard Deviation 89
Non-gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 44 Uses per MonthStandard Deviation 45.8
Non-gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 236 Uses per MonthStandard Deviation 79.2
Non-gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 64 Uses per MonthStandard Deviation 25.4
Non-gamified InterventionChange in User Interaction and Engagement From Baseline to 6 MonthsMonth 32 Uses per MonthStandard Deviation 39.7
Primary

Quality of Life-18 (QoL-18)

18-item quality-of-life questionnaire (QoL-18) evaluated a range of participants' behaviors, including mood, engagement, and memory at the end of the study compared to before the use of the MHS. The instrument is scored on a Likert Scale, ranging from 1-5. A higher number indicates better outcome.

Time frame: The instrument was administered to the participants once -- at the end of their participation in the 6 month study.

ArmMeasureValue (MEAN)
Gamified InterventionQuality of Life-18 (QoL-18)3.3 score on a scale
Non-gamified InterventionQuality of Life-18 (QoL-18)3.6 score on a scale
Secondary

2-item Satisfaction Scale (SS-2)

Quantifies participant's endorsements to two survey questions: How satisfied were they with the MHS? How much progress did they feel like they made? Both questions are scored on a 10-point scale, with a higher value reflecting a better outcome/experience.

Time frame: The instrument was administered to the participants after the completion of the study duration (i.e., assessed at 6 months)

ArmMeasureGroupCategoryValue (COUNT_OF_PARTICIPANTS)
Gamified Intervention2-item Satisfaction Scale (SS-2)SatisfactionScore of 7 or above6 Participants
Gamified Intervention2-item Satisfaction Scale (SS-2)SatisfactionScore of 6 or below7 Participants
Gamified Intervention2-item Satisfaction Scale (SS-2)ProgressScore of 7 or above7 Participants
Gamified Intervention2-item Satisfaction Scale (SS-2)ProgressScore of 6 or below6 Participants
Non-gamified Intervention2-item Satisfaction Scale (SS-2)ProgressScore of 6 or below5 Participants
Non-gamified Intervention2-item Satisfaction Scale (SS-2)SatisfactionScore of 7 or above9 Participants
Non-gamified Intervention2-item Satisfaction Scale (SS-2)ProgressScore of 7 or above10 Participants
Non-gamified Intervention2-item Satisfaction Scale (SS-2)SatisfactionScore of 6 or below6 Participants

Source: ClinicalTrials.gov · Data processed: Feb 4, 2026