Location
Online
Event Website
https://hicss.hawaii.edu/
Start Date
4-1-2021 12:00 AM
End Date
9-1-2021 12:00 AM
Description
Tuberculosis remains one of the deadliest infectious diseases in Vietnam. Its occurrence is exacerbated by erratic treatment, in particular by taking medication only sporadically or if patients discontinue the medication in an early stage. Previous approaches to support treatment adherence focus on monitoring (e.g., tele-observation) or external stimulation (e.g., rewards). These approaches, however, have not yet shown the desired effects. We assert that this is because current approaches focus on combatting the outcome, i.e., erratic treatment, instead of tackling the reasons for treatment non- compliance. Notably, the latter is heavily related to the stigmatization of TB patients and, especially, self- stigmatization. Using a design science research approach, this paper proposes a research plan for developing a gamified information system that aims at reducing patients self-stigmatization, by providing features that support TB patients community building as well as TB patients empowerment.
Designing a Gamified Adherence System for Tuberculosis Treatment Support in Urban Vietnam
Online
Tuberculosis remains one of the deadliest infectious diseases in Vietnam. Its occurrence is exacerbated by erratic treatment, in particular by taking medication only sporadically or if patients discontinue the medication in an early stage. Previous approaches to support treatment adherence focus on monitoring (e.g., tele-observation) or external stimulation (e.g., rewards). These approaches, however, have not yet shown the desired effects. We assert that this is because current approaches focus on combatting the outcome, i.e., erratic treatment, instead of tackling the reasons for treatment non- compliance. Notably, the latter is heavily related to the stigmatization of TB patients and, especially, self- stigmatization. Using a design science research approach, this paper proposes a research plan for developing a gamified information system that aims at reducing patients self-stigmatization, by providing features that support TB patients community building as well as TB patients empowerment.
https://aisel.aisnet.org/hicss-54/hc/behavior_change/2