↓ Skip to main content

How can information systems provide support to nurses’ hand hygiene performance? Using gamification and indoor location to improve hand hygiene awareness and reduce hospital infections

Overview of attention for article published in BMC Medical Informatics and Decision Making, January 2017
Altmetric Badge

About this Attention Score

  • In the top 25% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (83rd percentile)
  • Good Attention Score compared to outputs of the same age and source (71st percentile)

Mentioned by

policy
1 policy source
twitter
7 X users

Citations

dimensions_citation
30 Dimensions

Readers on

mendeley
234 Mendeley
You are seeing a free-to-access but limited selection of the activity Altmetric has collected about this research output. Click here to find out more.
Title
How can information systems provide support to nurses’ hand hygiene performance? Using gamification and indoor location to improve hand hygiene awareness and reduce hospital infections
Published in
BMC Medical Informatics and Decision Making, January 2017
DOI 10.1186/s12911-017-0410-z
Pubmed ID
Authors

Rita Marques, João Gregório, Fernando Pinheiro, Pedro Póvoa, Miguel Mira da Silva, Luís Velez Lapão

Abstract

Hospital-acquired infections are still amongst the major problems health systems are facing. Their occurrence can lead to higher morbidity and mortality rates, increased length of hospital stay, and higher costs for both hospital and patients. Performing hand hygiene is a simple and inexpensive prevention measure, but healthcare workers' compliance with it is often far from ideal. To raise awareness regarding hand hygiene compliance, individual behaviour change and performance optimization, we aimed to develop a gamification solution that collects data and provides real-time feedback accurately in a fun and engaging way. A Design Science Research Methodology (DSRM) was used to conduct this work. DSRM is useful to study the link between research and professional practices by designing, implementing and evaluating artifacts that address a specific need. It follows a development cycle (or iteration) composed by six activities. Two work iterations were performed applying gamification components, each using a different indoor location technology. Preliminary experiments, simulations and field studies were performed in an Intensive Care Unit (ICU) of a Portuguese tertiary hospital. Nurses working on this ICU were in a focus group during the research, participating in several sessions across the implementation process. Nurses enjoyed the concept and considered that it allows for a unique opportunity to receive feedback regarding their performance. Tests performed on the indoor location technology applied in the first iteration regarding distances estimation presented an unacceptable lack of accuracy. Using a proximity-based technique, it was possible to identify the sequence of positions, but beacons presented an unstable behaviour. In the second work iteration, a different indoor location technology was explored but it did not work properly, so there was no chance of testing the solution as a whole (gamification application included). Combining automated monitoring systems with gamification seems to be an innovative and promising approach, based on the already achieved results. Involving nurses in the project since the beginning allowed to align the solution with their needs. Despite strong evolution through recent years, indoor location technologies are still not ready to be applied in the healthcare field with nursing wards.

X Demographics

X Demographics

The data shown below were collected from the profiles of 7 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 234 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
Malaysia 1 <1%
Finland 1 <1%
Germany 1 <1%
Unknown 231 99%

Demographic breakdown

Readers by professional status Count As %
Student > Master 47 20%
Student > Ph. D. Student 34 15%
Student > Bachelor 25 11%
Researcher 15 6%
Student > Doctoral Student 15 6%
Other 40 17%
Unknown 58 25%
Readers by discipline Count As %
Nursing and Health Professions 42 18%
Medicine and Dentistry 30 13%
Computer Science 26 11%
Engineering 11 5%
Business, Management and Accounting 10 4%
Other 42 18%
Unknown 73 31%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 10. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 20 August 2019.
All research outputs
#3,258,805
of 22,950,943 outputs
Outputs from BMC Medical Informatics and Decision Making
#281
of 2,001 outputs
Outputs of similar age
#70,502
of 420,224 outputs
Outputs of similar age from BMC Medical Informatics and Decision Making
#6
of 21 outputs
Altmetric has tracked 22,950,943 research outputs across all sources so far. Compared to these this one has done well and is in the 85th percentile: it's in the top 25% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 2,001 research outputs from this source. They receive a mean Attention Score of 4.9. This one has done well, scoring higher than 85% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 420,224 tracked outputs that were published within six weeks on either side of this one in any source. This one has done well, scoring higher than 83% of its contemporaries.
We're also able to compare this research output to 21 others from the same source and published within six weeks on either side of this one. This one has gotten more attention than average, scoring higher than 71% of its contemporaries.