• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

使用一款针对患有癌症的青少年和年轻成年人的心理教育视频游戏后,癌症相关知识的改善情况。

Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer.

作者信息

Beale Ivan L, Kato Pamela M, Marin-Bowling Veronica M, Guthrie Nicole, Cole Steve W

机构信息

School of Psychology, University of New South Wales, New South Wales, Australia.

出版信息

J Adolesc Health. 2007 Sep;41(3):263-70. doi: 10.1016/j.jadohealth.2007.04.006. Epub 2007 Jul 12.

DOI:10.1016/j.jadohealth.2007.04.006
PMID:17707296
Abstract

PURPOSE

Adolescents with chronic illnesses have been shown to have management and treatment issues resulting in poor outcomes. These issues may arise from non-interest in self care and illness knowledge. A video game, "Re-Mission," was developed to actively involve young people with cancer in their own treatment. Re-Mission provides opportunities to learn about cancer and its treatment.

METHOD

The efficacy of Re-Mission was investigated in a multi-site, randomized, controlled study with 375 adolescent and young adult cancer patients. Participants received either a regular commercial game (control) or both the regular game plus Re-Mission (Re-Mission group). Participants were given a mini-PC with the games installed and requested to play for an hour each week for 3 months. A test on cancer-related knowledge was given prior to game play (baseline) and again after 1 and 3 months. At 3 months the Re-Mission group also rated the acceptability and credibility of Re-Mission.

RESULTS

Analyses of the knowledge test scores showed that whereas scores of both groups improved significantly over the follow-up periods, the scores of the Re-Mission group improved significantly more. The size of this effect was related to usage of Re-Mission. Credibility scores were negatively correlated with level of knowledge but not with change in knowledge level at 1 month or 3 months.

CONCLUSIONS

The results indicate a specific effect of Re-Mission play on cancer knowledge that is not attributable to patients' expectations. It is concluded that video games can be an effective vehicle for health education in adolescents and young adults with chronic illnesses.

摘要

目的

研究表明,患有慢性病的青少年存在管理和治疗问题,导致治疗效果不佳。这些问题可能源于对自我护理和疾病知识缺乏兴趣。一款名为“再战癌症”的电子游戏旨在让患癌青少年积极参与自身治疗。“再战癌症”提供了了解癌症及其治疗方法的机会。

方法

在一项多中心、随机对照研究中,对375名青少年及青年癌症患者调查了“再战癌症”的疗效。参与者要么收到一款普通商业游戏(对照组),要么收到普通游戏加“再战癌症”(“再战癌症”组)。为参与者提供安装了游戏的迷你电脑,并要求他们每周玩一小时,持续3个月。在游戏开始前(基线)以及1个月和3个月后分别进行了癌症相关知识测试。3个月时,“再战癌症”组还对“再战癌症”的可接受性和可信度进行了评分。

结果

对知识测试分数的分析表明,虽然两组分数在随访期间均显著提高,但“再战癌症”组的分数提高得更为显著。这种效果的大小与“再战癌症”的使用情况有关。可信度分数与知识水平呈负相关,但与1个月或3个月时的知识水平变化无关。

结论

结果表明玩“再战癌症”对癌症知识有特定影响,这并非归因于患者的期望。得出的结论是,电子游戏可以成为对患有慢性病的青少年和青年进行健康教育的有效手段。

相似文献

1
Improvement in cancer-related knowledge following use of a psychoeducational video game for adolescents and young adults with cancer.使用一款针对患有癌症的青少年和年轻成年人的心理教育视频游戏后,癌症相关知识的改善情况。
J Adolesc Health. 2007 Sep;41(3):263-70. doi: 10.1016/j.jadohealth.2007.04.006. Epub 2007 Jul 12.
2
A video game improves behavioral outcomes in adolescents and young adults with cancer: a randomized trial.一款电子游戏改善癌症青少年和青年的行为结果:一项随机试验。
Pediatrics. 2008 Aug;122(2):e305-17. doi: 10.1542/peds.2007-3134.
3
Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer.影响年轻癌症患者对一款关于癌症的心理教育视频游戏接受度的因素。
J Pediatr Oncol Nurs. 2006 Sep-Oct;23(5):269-75. doi: 10.1177/1043454206289780.
4
Adolescents & young adults: issues in transition from active therapy into follow-up care.青少年及青年成人:从积极治疗过渡到后续护理中的问题。
Eur J Oncol Nurs. 2009 Jul;13(3):207-12. doi: 10.1016/j.ejon.2009.05.001. Epub 2009 Jun 17.
5
Health-risk correlates of video-game playing among adults.成年人玩电子游戏与健康风险的相关性。
Am J Prev Med. 2009 Oct;37(4):299-305. doi: 10.1016/j.amepre.2009.06.014.
6
Enhancing self-management in children with sickle cell disease through playing a CD-ROM educational game: a pilot study.通过玩光盘教育游戏提高镰状细胞病患儿的自我管理能力:一项试点研究。
Pediatr Nurs. 2007 Jan-Feb;33(1):60-3, 72.
7
Factors correlated with violent video game use by adolescent boys and girls.与青少年男孩和女孩使用暴力电子游戏相关的因素。
J Adolesc Health. 2007 Jul;41(1):77-83. doi: 10.1016/j.jadohealth.2007.01.001. Epub 2007 Apr 12.
8
The PRO-SELF pain control program improves patients' knowledge of cancer pain management.PRO-SELF疼痛控制方案提高了患者对癌症疼痛管理的认知。
Oncol Nurs Forum. 2004 Nov 16;31(6):1137-43. doi: 10.1188/04.ONF.1137-1143.
9
A pilot intervention to enhance psychosexual development in adolescents and young adults with cancer.一项旨在促进患有癌症的青少年和青年人性心理发展的试点干预措施。
Pediatr Blood Cancer. 2007 Nov;49(6):824-8. doi: 10.1002/pbc.21130.
10
A randomized controlled trial to improve the quality of life of type 2 diabetic patients using a self-help group program.一项使用自助小组计划改善2型糖尿病患者生活质量的随机对照试验。
Southeast Asian J Trop Med Public Health. 2009 Jan;40(1):169-76.

引用本文的文献

1
Sensor-controlled digital game for Native American adults in the Lumbee Tribe with hypertension self-management: study protocol for a randomized controlled trial.针对 Lumbee 部落患有高血压的美国原住民成年人的传感器控制数字游戏用于高血压自我管理:一项随机对照试验的研究方案
Trials. 2025 Sep 1;26(1):329. doi: 10.1186/s13063-025-09026-y.
2
The Role of Mobile Applications in Enhancing the Health-Related Quality of Life of Children with Cancer: A Systematic Review and Meta-Analysis.移动应用程序在提高癌症患儿健康相关生活质量中的作用:一项系统评价和荟萃分析。
Children (Basel). 2025 Jul 14;12(7):927. doi: 10.3390/children12070927.
3
Developing and Integrating Digital Sources in an Accessible and Sustainable Online Platform for Adolescents and Young Adult Cancer Survivors: Collaborative Design Approach.
在一个面向青少年和青年癌症幸存者的无障碍且可持续的在线平台中开发和整合数字资源:协作设计方法。
JMIR Form Res. 2025 Jul 11;9:e60897. doi: 10.2196/60897.
4
Serious Games for Serious Pain: Development and Initial Testing of a Cognitive Behavioral Therapy Game for Patients With Advanced Cancer Pain.严肃游戏应对严重疼痛:为晚期癌症疼痛患者开发和初步测试认知行为疗法游戏。
JCO Clin Cancer Inform. 2024 Nov;8:e2400111. doi: 10.1200/CCI.24.00111. Epub 2024 Nov 15.
5
Risk Perception and Knowledge Following a Social Game-Based Tobacco Prevention Program for Adolescents: Pilot Randomized Comparative Trial.针对青少年的基于社交游戏的烟草预防项目后的风险认知与知识:试点随机对照试验
JMIR Serious Games. 2024 Nov 5;12:e63296. doi: 10.2196/63296.
6
Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review.调查儿童和青少年中用于癌症控制的严肃游戏的使用情况:范围综述。
JMIR Serious Games. 2024 Jul 10;12:e58724. doi: 10.2196/58724.
7
Digital Therapeutics for Improving Effectiveness of Pharmaceutical Drugs and Biological Products: Preclinical and Clinical Studies Supporting Development of Drug + Digital Combination Therapies for Chronic Diseases.用于提高药物和生物制品疗效的数字疗法:支持慢性病药物+数字联合疗法开发的临床前和临床研究
J Clin Med. 2024 Jan 11;13(2):403. doi: 10.3390/jcm13020403.
8
MedSMA℞T Adventures in PharmaCity Game: Youth Experiences and Recommendation for Use in Opioid Safety Education.MedSMA℞T在制药城的冒险游戏:青少年体验及在阿片类药物安全教育中的使用建议
Pharmacy (Basel). 2023 Sep 10;11(5):143. doi: 10.3390/pharmacy11050143.
9
Parents' Perceptions of a Serious Game for Educating Families on Prescription Opioid Safety: Qualitative Pilot Study of MedSMARxT: Adventures in PharmaCity.父母对一款用于向家庭传授处方阿片类药物安全知识的严肃游戏的看法:MedSMARxT:《制药城奇遇记》的定性初步研究
JMIR Serious Games. 2023 Sep 12;11:e49382. doi: 10.2196/49382.
10
Sensor-Controlled Digital Game for Heart Failure Self-management: Protocol for a Randomized Controlled Trial.用于心力衰竭自我管理的传感器控制数字游戏:一项随机对照试验的方案
JMIR Res Protoc. 2023 May 10;12:e45801. doi: 10.2196/45801.