MBC A Mobile Game For Patients With Breast Cancer
MBC A Mobile Game For Patients With Breast Cancer
MBC A Mobile Game For Patients With Breast Cancer
Original Paper
Hee Jun Kim1, MD, PhD; Sun Mi Kim2, MD, PhD; Heechul Shin3, MD, PhD; Joung-Soon Jang1, MD, PhD; Young
In Kim2, MD; Doug Hyun Han2, MD, PhD
1
Department of Internal Medicine, College of Medicine, Chung-Ang University, Seoul, Republic Of Korea
2
Department of Psychiatry, College of Medicine, Chung-Ang University, Seoul, Republic Of Korea
3
Department of Surgery, College of Medicine, Chung-Ang University, Seoul, Republic Of Korea
Corresponding Author:
Doug Hyun Han, MD, PhD
Department of Psychiatry
College of Medicine
Chung-Ang University
224-1 Heukseok-dong
Dongjak-gu
Seoul,
Republic Of Korea
Phone: 82 2 6299 3132
Fax: 82 2 6299 2064
Email: hduk70@gmail.com
Abstract
Background: The application of game-based learning in clinical practice has shown potential advantages in previous studies.
However, there have been little efforts to use smartphone-based mobile games in the management of adult patients with cancer.
Objective: The objective of our study was to evaluate if patient education using a mobile game may increase drug compliance,
decrease physical side effects of chemotherapy, and improve psychological status in breast cancer patients.
Methods: A total of 76 patients with metastatic breast cancer who were planned to receive cytotoxic chemotherapy were enrolled
in this trial. Study participants were randomly assigned to a mobile game play group (game group, n=36) or a conventional
education group (control group, n=40) in a ratio of 1:1. The patients were unblinded and followed prospectively for 3 weeks.
Outcome measures included time spent for education, compliance to medication, physical side effects, and psychological side
effects including quality of life (QoL).
Results: Overall, 72 out of 76 patients completed the study after 3 weeks (95%). The subjects in the game group showed high
levels of satisfaction with the app. The time spent playing the mobile game in the game group was longer than that spent for
self-education in the control group (mean 22.2, SD 6.1 vs mean 5.5, SD 4.0 minutes a day; P<.001). The mobile game group
showed better drug adherence (Korean version of the Medication Adherence Rating Scale; mean 7.6, SD 0.7 vs mean 6.5, SD
0.5; P<.001). The use of the mobile game was associated with lower rates of chemotherapy-related side effects, such as nausea,
fatigue, numbness of hand or foot, and hair loss, than the control group. The game group exhibited better QoL during chemotherapy
(mean 74.9, SD 3.5 vs mean 72.2, SD 5.3; P=.01). However, there were no significant differences in terms of depression and
anxiety scales.
Conclusions: This study suggests the feasibility and potentiality of the use of smartphone mobile games for patients with breast
cancer receiving chemotherapy. Education using a mobile game led to better patient education, improved drug compliance,
decreased side effects, and better QoL compared with conventional education. Mobile games can be used as easy, fun, and
effective measures for patient education and have the potential to improve treatment outcomes.
Trial Registration: ClinicalTrials.gov NCT03205969; http://clinicaltrials.gov/ct2/show/NCT03205969 (Archived by WebCite
at http://www.webcitation.org/71jfSBOq9).
KEYWORDS
mobile phone; breast cancer; chemotherapy; side effects; quality of life
Chemotherapy is the main treatment for breast cancer, which The Chung-Ang University Hospital Institutional Review Board
has proven to reduce the rate of recurrence and mortality in approved the research protocol for this study (Number
breast cancer patients [5]. Chemotherapy is accompanied by C20141447). Informed consent was obtained from all patients
significant side effects. Consequently, many cancer survivors during hospitalization for chemotherapy after explaining the
experience physical and psychological symptoms that hamper design, protocol, and consequences of the study
their quality of life (QoL) and disrupt their daily living activities, (NCT03205969).
family relationships, and work schedules [6]. Diarrhea, nausea, Description of the Mobile Game
vomiting, hair loss, and mucositis are among the most common
A mobile game, ILOVEBREAST (CLGAMES, Seoul, Korea),
side effects [7]. These side effects may cause poor drug
was developed with an intention to improve self-management
compliance, prohibiting successful anticancer treatment. Poor
and to reduce the side effects of chemotherapy drugs. The
education is one of the main determinants of poor adherence to
ILOVEBREAST program used in this study was a 3-week
chemotherapy [8]. Therefore, proper education and sufficient
program using typical multiplayer, social network, and
communication are important to increase adherence, which may
platform-based features. The game’s key pedagogical features
eventually contribute to improved clinical outcomes [9,10].
were as follows: education for preventing side effects of
An easily accessible, immersive, and interactive Web-based anticancer drugs, support for the prevention of side effects of
game (ILOVEBREAST) was developed for adult patients with anticancer drugs including numbness, hair loss, and loss of
metastatic breast cancer. Although previous efforts using games appetite, encouragement of mood and activity, including
were mostly focused on children, adolescents, or young adults, exercise, pet walking, cooking, and social game playing, which
ILOVEBREAST is specifically designed for adult users. This may facilitate participation in such activities in real life, and
study was a proof-of-concept randomized controlled trial aimed self-assessment using a personal avatar, as seen in Figure 1.
at evaluating the benefits of smartphone-based mobile game
At the start of game play, an avatar is generated based on the
use in breast cancer patients receiving cytotoxic chemotherapy.
patient’s medical information including the status of blood
We hypothesized that mobile gaming would lead to increased
components, general medical condition, and chemotherapeutic
drug compliance, decreased physical side effects of
drugs. Avatars are to visit their home, pharmacy, hospital, and
chemotherapy, and improved psychological status among
gymnasium; make purchases from shops; and operate a farm
patients.
to harvest ingredients for food. They can receive prescribed
medications, cook food appropriate for their health, and exercise.
Methods Depending on the patient’s medication dosage, avatars can
Patients pursue a quest to minimize the side effects. The quest consists
of taking the medication at the right time, cooking a meal for
Patients with pathologically proven, clinical stage IV breast oneself, exercising, going outside for a walk, and chatting with
cancer were enrolled in this study at Chung-Ang University a friend. An alarm alerts the avatar to take medications timely.
Hospital, Korea, from September 2013 to September 2014. Each time the avatar accomplishes a quest, “heart coins” are
Patients who had metastatic breast cancer and agreed to rewarded. The greater the number of the coins the patient
participate in an education-controlled trial of mobile game receives, the greater the improvement in the avatar’s health
management were screened with the research and the patient status. The avatar can then use these coins to purchase items
edition version of Structured Clinical Interview for Diagnostic
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such as hats, gloves, and food ingredients. Patients are asked to visit their doctor weekly to assess their health status.
Figure 1. Representative screenshots of the ILOVEBREAST game. Source and copyright: Industry Academic Cooperation Foundation, Chung-Ang
University Hospital.
a
Economic status was classified into the following tertiles: highest, > US $100,000; middle, $30000-$100,000; and lowest, <$30000.
b
ECOG: Eastern Cooperative Oncology Group.
a
N/A: not applicable.
Figure 4. Psychological adverse events: (A) quality of life, (B) Beck’s depression index, and (C) state anxiety. *: P<.05.
higher in the game group than in the control group. The quests
Discussion for taking medication and reminder alarms in the game may
Principal Findings have contributed to improving patients’ knowledge of the
disease, medication, and adverse events. Previous studies have
The mobile game ILOVEBREAST was developed to help shown that knowledge about the disease course and adverse
patients with advanced breast cancer learn more about the drug events is closely linked to patient drug adherence [18].
disease course, properties of medications, and expected adverse Since the release of the “Re-Mission” titles, which showed good
drug reactions. Adults users were generally satisfied with the adherence to treatments and easy access to knowledge, from
game app. The mobile game-based intervention improved patient HopeLab in California, the use of computer games in health
compliance, decreased the prevalence of physical side effects, education and physical education has been considered to have
and maintained the patients’ QoL compared with the positive effects [19]. Some video games have also been used
conventional care. The use of the game had no impact on as vehicles to transmit health education regarding fire and street
psychological side effects including mood and anxiety. safety, and self-management of diabetes and asthma [20,21].
Improved Drug Compliance Although most health education games have focused on children,
adolescents, and young adults [22-25], this study implies that
The patients in the study group used approximately 40% of the
adults can also utilize and benefit from game-based learning if
game contents, and the overall satisfaction was acceptable.
the contents are specifically designed for them.
Notably, a high proportion of the patients expressed a
willingness to play the game again at their next chemotherapy
session and to recommend the game to other patients. In
addition, education time and drug adherence were significantly
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Physical Side Effects and Quality of Life with obesity who played educational games for about 10
The ILOVEBREAST game presents an avatar that can prevent weeks-2 years improved their psychosocial functions, including
side effects of numbness and hair loss by purchasing gloves or depression, self-efficacy, and self-esteem [30]. One possible
hats. The users are rewarded for continuous medication use, explanation is the short study duration (ie, 3 weeks) of this
and they can chat with other players who have the same disease research. The age of the participants may be another factor.
and difficulties. The player can buy food ingredients and learn Unlike children and adolescents, older patients may have a lower
how to cook and prepare healthy diets. We assume that such propensity to have interest in playing a game.
activities resulted in decreased prevalence and severity of the Study Limitations
physical side effects in the game group. Twitter, as a
The major limitation of this study is the small sample size and
complementary method, was shown to be effective in increasing
the short study period. Future studies are needed to confirm
knowledge about overall disease course, survivorship, cancer
which patients most benefit from the strategy using mobile
types and biology, and treatment options in patients with breast
games and whether the benefits may lead to an improvement
cancer in a previous study [26]. The Web-based game properties
in hard endpoints such as mortality or recurrence. Next, adverse
of immersivity, attention-maintaining properties of stories,
events related to chemotherapy were assessed subjectively.
engaging properties of interactivity, and behavior-change
Objective assessments such as scales, blood tests, or laboratory
technology may improve health-related behaviors and habits in
tests may better describe the adverse effects of chemotherapy.
patients with breast cancer [27]. Several video games have been
Also, this study reflects the difficulty when using games for
created to distract people from acute or chronic pain. The
adult patients. Although the patients generally expressed
“Re-Mission” from HopeLab in California is the most
satisfaction, the users experienced only a limited amount of the
representative mobile game that has these positive effects [19].
contents, and more than half had difficulty using the app. We
The mobile game group in this study showed a higher QoL in believe this fact provides an important lesson for future
various domains, including total health, physical health, developers.
psychological health, and environmental areas. Pompeu et al
reported improved QoL in 7 patients with Parkinson disease by
Conclusion
a game named Kinect Adventures! (Xbox 360, Microsoft Game A mobile game, ILOVEBREAST, was helpful in educating
Studios, United States) [28]. Reichlin et al also reported an adult patients with breast cancer receiving cytotoxic
improvement in the QoL in 13 patients with localized prostate chemotherapy. The game was associated with improved drug
cancer after playing an interactive game, Time After Time compliance, decreased prevalence rates of physical side effects,
(AMIGO, Gigamic, Piatnik, Playroom Entertainment, Germany) and better QoL. Patient education with smartphone mobile
[29]. games can be used as an easy, fun, and effective measure to
promote treatment adherence, which may potentially lead to
However, we observed no improvement in the psychological improved survival.
effects in this study. Chen et al reported that pediatric patients
Acknowledgments
This research study was supported by a grant of Nexon 2014 and a grant from the Korea Creative Content Agency, Ministry of
Culture, Sports and Tourism (2013040436).
Conflicts of Interest
None declared.
Multimedia Appendix 1
CONSORT-EHEALTH checklist ( V1.6.1).
[PDF File (Adobe PDF File), 90KB-Multimedia Appendix 1]
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Abbreviations
BDI: Beck Depression Inventory
K-MARS: Korean version of the Medication Adherence Rating Scale
QoL: quality of life
Edited by G Eysenbach; submitted 04.12.17; peer-reviewed by L Lam, JL Chen, M Shiyko; comments to author 18.03.18; revised
version received 23.06.18; accepted 10.07.18; published 29.10.18
Please cite as:
Kim HJ, Kim SM, Shin H, Jang JS, Kim YI, Han DH
A Mobile Game for Patients With Breast Cancer for Chemotherapy Self-Management and Quality-of-Life Improvement: Randomized
Controlled Trial
J Med Internet Res 2018;20(10):e273
URL: http://www.jmir.org/2018/10/e273/
doi: 10.2196/jmir.9559
PMID: 30578205
©Hee Jun Kim, Sun Mi Kim, Heechul Shin, Joung-Soon Jang, Young In Kim, Doug Hyun Han. Originally published in the
Journal of Medical Internet Research (http://www.jmir.org), 29.10.2018. This is an open-access article distributed under the terms
of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use,
distribution, and reproduction in any medium, provided the original work, first published in the Journal of Medical Internet
Research, is properly cited. The complete bibliographic information, a link to the original publication on http://www.jmir.org/,
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