Peer-reviewed article
Feasibility of Implementing an Electronic Patient-Reported Outcome-Based Digital Health Platform in Pediatric Oncology and Palliative Care: Insights From the MyPal4Kids Multicenter Observational Study.
Meyerheim M, Radová L, Burns-Gebhart A, Mergen M, Natsiavas P et al. ·
Summary
Written by AI, not yet AICS's view · claude-haiku-4-5-20251001This study tested a digital health platform called MyPal4Kids that combines electronic patient-reported outcomes and a serious game for children with cancer aged 6-17 and their caregivers. The platform was used across three hospitals in Germany and the Czech Republic between 2020 and 2022. While users found the platform easy to use and appreciated feedback from health workers, engagement declined over time, especially among older children who found the game less interesting. The researchers concluded the platform has potential but needs better age-appropriate content and stronger feedback mechanisms to keep children engaged long-term.
Key points
- 55% recruitment rate with 18% attrition rate across three clinical sites
- Users rated the platform as intuitive and usable, but sustained engagement declined over time
- Older children found the serious game insufficiently engaging compared to younger children
- Participants showed increased motivation when health care professionals acknowledged their symptom reports
- Implementation will require integration into existing clinical workflows and ongoing user-driven development
Limitations
This is a feasibility study without a comparison group, so it cannot establish whether the platform improves clinical outcomes compared to standard care. The study describes what users thought and how they engaged but does not measure health impacts or whether communication between children, families, and doctors actually improved in practice.
Abstract
Background Digital health solutions that incorporate electronic patient-reported outcomes (ePROs) hold promise for enhancing communication and patient engagement in pediatric oncology and palliative care. While ePROs are increasingly used in adult populations, their use in children, especially when combined with gamification, remains underexplored. Objective This MyPal4Kids study aimed to assess the feasibility, acceptability, and user engagement of a digital health platform that integrates ePROs and a serious game, designed for pediatric oncology patients aged 6-17 years and their caregivers. Methods A multicenter observational feasibility study was conducted between December 2020 and September 2022 at 3 clinical sites in Germany and the Czech Republic. A total of 83 children and adolescents with cancer, their parent or legal guardian, as well as 10 health care professionals (HCPs) participated. Primary outcomes included platform acceptability and engagement, assessed through recruitment, participation, and attrition rates, adherence, and usability ratings. Secondary outcomes focused on the feasibility of ePRO-based data capture and the perceived impact on HCP workflows and communication. A mixed methods design was used, combining in-app data and surveys with qualitative insights from focus groups. Results The recruitment rate was 55%, with an attrition rate of 18%. Usability was rated positively, with most users finding the platform intuitive. Sustained engagement declined over time, particularly among older children who found the serious game insufficiently engaging. Adherence varied by age group and HCP involvement. Participants reported increased motivation when symptom reports were acknowledged by HCPs, although the impact on communication was perceived inconsistently. Conclusions The developed platform shows potential for use in clinical care and research. However, maintaining long-term engagement remains a challenge. Tailoring content to different age groups and strengthening feedback mechanisms from HCPs are critical for improving the user experience. Successful implementation in routine clinical practice will require integration into existing workflows and digital infrastructure, along with ongoing user-driven development.
Findings the Hub has extracted
Each claim below is labelled by its type of design and links back to this report.
- Intervention
- Digital health platform (MyPal4Kids) integrating electronic patient-reported outcomes with a serious game for children aged 6-17 and caregivers
- Population
- 83 children and adolescents with cancer, their parents or legal guardians, and 10 health care professionals at 3 clinical sites in Germany and Czech Republic
Key finding
Recruitment rate was 55% with 18% attrition rate