Abstract
Introduction and Aims: Understanding of hyperphosphatemia and the role of phosphorus is widely recognized as being poor among patients with Chronic Kidney Disease (CKD). While educational games (video or mobile games for training and education) have been shown to improve knowledge among young patients with chronic illness, there is scant evidence for their effectiveness with older patients. This survey aimed to examine the effects of a mobile game-based intervention, "Phosphorus Mission," on knowledge of phosphorus, hyperphosphatemia and CKD in general among CKD patients. Credibility and acceptability of the game were also assessed. Methods: In a prospective study using interviews and self-report survey methods, we analysed credibility and acceptability as well as the association between the use of the serious game and patient knowledge. Analyses were conducted using t-tests. Results: N=72 Stage 4/5 CKD patients currently on phosphate binders, and owning an iOS or Android device, were recruited from clinics in Malaysia, Singapore, Korea and the Philippines. Face-to-face structured interviews took place at baseline and 8 weeks with 2 waves of interim assessments occurring every 2 - 3 weeks. Over the course of the study, patients reported consistent increases in knowledge of CKD, phosphorus and hyperphosphatemia (23%, 35% and 60% increases respectively, all p
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CITATION STYLE
Kato, P. M., & Hill, P. (2015). SP404THE EFFECTS OF A SERIOUS GAME ON KNOWLEDGE OF CKD, HYPERPHOSPHATEMIA, AND PHOSPHATE BINDERS IN CKD PATIENTS STAGE 4/5: A PROSPECTIVE MULTINATIONAL STUDY. Nephrology Dialysis Transplantation, 30(suppl_3), iii512–iii512. https://doi.org/10.1093/ndt/gfv193.12
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