Using gamification to enhance clinical trial start-up activities
- PMID: 35836785
- PMCID: PMC9274663
- DOI: 10.1017/cts.2022.405
Using gamification to enhance clinical trial start-up activities
Abstract
Background: The Trial Innovation Network (TIN) is a collaborative initiative within the National Center for Advancing Translational Science (NCATS) Clinical and Translational Science Awards (CTSA) Program. To improve and innovate the conduct of clinical trials, it is exploring the uses of gamification to better engage the trial workforce and improve the efficiencies of trial activities. The gamification structures described in this article are part of a TIN website gamification toolkit, available online to the clinical trial scientific community.
Methods: The game designers used existing electronic trial platforms to gamify the tasks required to meet trial start-up timelines to create friendly competitions. Key indicators and familiar metrics were mapped to scoreboards. Webinars were organized to share and applaud trial and game performance.
Results: Game scores were significantly associated with an increase in achieving start-up milestones in activation, institutional review board (IRB) submission, and IRB approval times, indicating the probability of completing site activation faster by using games. Overall game enjoyment and feelings that the game did not apply too much pressure appeared to be an important moderator of performance in one trial but had little effect on performance in a second.
Conclusion: This retrospective examination of available data from gaming experiences may be a first-of-kind use in clinical trials. There are signals that gaming may accelerate performance and increase enjoyment during the start-up phase of a trial. Isolating the effect of gamification on trial outcomes will depend on a larger sampling from future trials, using well-defined, hypothesis-driven statistical analysis plans.
Keywords: Gamification; Trial Innovation Network; clinical trials; metrics; trial start-up.
© The Author(s) 2022.
Conflict of interest statement
The authors have no conflicts of interest to declare.
Figures






References
-
- National Center for Advancing Translational Sciences (NCATS). Council Working Group on the IOM report: the CTSA Program at NIH [Internet], 2017. [cited September 30, 2018]. (https://ncats.nih.gov/advisory/council/subcomm/ctsaiom).
-
- Deterding S, Dixon D, Khaled R, Nacke L. From game design elements to Gamefulness: defining “Gamification”. In: Proceedings of the 15th International Academic MindTrek Conference: Envisioning Future Media Environments. MindTrek ’11. Association for Computing Machinery, 2011, pp. 9–15. doi: 10.1145/2181037.2181040. - DOI
-
- Hamari J. Transforming homo economicus into homo ludens: a field experiment on gamification in a utilitarian peer-to-peer trading service. Electronic Commerce Research and Applications 2013; 12(4): 236–245. doi: 10.1016/j.elerap.2013.01.004. - DOI
-
- Hamari J, Koivisto J, Sarsa H. Does Gamification work? — a literature review of empirical studies on Gamification. In: 2014 47th Hawaii International Conference on System Sciences. IEEE, 2014, pp. 3025–3034. doi: 10.1109/HICSS.2014.377. - DOI
Grants and funding
LinkOut - more resources
Full Text Sources
Miscellaneous