Barriers and facilitators experienced by patients with heart failure when using popular exergaming platforms for self-management

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Elham Ravani, Fai Ali, Sara Albuainain, Sara Flamarzi, Michelle O'Brien, Linzette Morris, Tuqa Dirar
Purpose:

This systematic review aimed to synthesis the qualitative literature exploring the barriers and facilitators experienced and perceived by patients with heart failure using the most popular commercially-available digital exergaming platforms, i.e., Nintendo™ Wii, Sony PlayStation®, or Microsoft Xbox/Kinect, for self-management of their condition through exercise. 

Methods:

A systematic literature search was conducted in: Embase, SCOPUS, PubMed, and ProQuest. Qualitative/mixed methods studies published in English between 2000 and 2024, including adults >18 years with heart failure using digital gaming platforms for exercise as self-management (i.e. Microsoft Xbox/Kinect, Sony PlayStation®, Nintendo™ Wii) were considered. Risk of bias was assessed using the Critical Appraisal Skills Program. The grounded theory method was used to extract, analyze, and synthesize the data.



Results:

Three articles which qualitatively reported on the experiences of the patients with heart failure when using Nintendo™ Wii for self-management were included. Seventy-nine participants (male and female, age 32-81 years) were included in the studies. The three included studies were of high quality. Extracted qualitative data were grouped into subthemes, which were grouped into main themes, namely, Engagement, Apathy, Convenience, Health-related benefits and Gaming Platforms. The main themes were categorized into Barriers and Facilitators. Patients reported that gaming platforms were simple, easy to use, interesting, and motivating (Facilitators). Boredom while playing specific games, preferring other activities and technical issues were reported as Barriers


Conclusion(s):

This review provides the first insights into the barriers and facilitators patients with heart failure experience when using popular digital exergaming platforms to participate in exercise programs in the self-management of their condition. This review highlights that there is interest in understanding the obstacles when using interventions such as digital gaming platforms, and although there are few studies conducted, there is a focus developing. Further research is warranted.



Implications:

Advances in technology have redefined the way in which we approach healthcare and healthcare delivery and understanding how technology is received by patients before prescribing such technologies is vital. Though limited evidence was identified in this review, what this review does highlight is the fact that the incorporation of technology in some way or the other is inevitable. Successfully prescribing technologically based self-management programs for any patient requires a deeper understanding of what obstacles they could potentially face, and to either pre-empt these barriers or address them. 

Funding acknowledgements:
The authors received funding for the publication costs of this article from the Qatar National Library.
Keywords:
heart failure
gaming platforms
barriers/facilitators
Primary topic:
Cardiorespiratory
Second topic:
Health promotion and wellbeing/healthy ageing/physical activity
Third topic:
Disability and rehabilitation
Did this work require ethics approval?:
No
Has any of this material been/due to be published or presented at another national or international conference prior to the World Physiotherapy Congress 2025?:
No

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