Holding Their Hand: What We Learned about Gamifying for Children in Medical Trials
Too Long; Didn't Read
As a global company, <a href="https://www.dataart.com/" target="_blank">DataArt</a> carefully tracks industry developments at its Research and Development Centre, which is an important part of our Healthcare and Life Sciences Practice. The R&D Center generates ideas for promising new areas in the industry and develops these ideas at the concept level. Several years ago, <a href="https://www.linkedin.com/in/piekarz/" target="_blank">Daniel Piekarz</a> (Vice President, Healthcare & Life Sciences), worked with a client whose electronic system for monitoring clinical trial outcomes was ineffective. The system was intended to collect data during clinical trials — for example, the reaction to drugs administered, what side effects were felt, how the patient estimates the effectiveness of the treatment, etc. At that time, ePRO (Electronic Patient-Reported Outcome) systems included digitised questionnaires and other documents to be completed by test subjects during the trials. Because of its poor usability, the system was hard to use, especially for children and adolescents.