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一款用于管理焦虑的移动健康游戏的可行性与有效性:“Flowy”随机对照试验性研究及设计评估

Feasibility and Efficacy of an mHealth Game for Managing Anxiety: "Flowy" Randomized Controlled Pilot Trial and Design Evaluation.

作者信息

Pham Quynh, Khatib Yasmin, Stansfeld Stephen, Fox Simon, Green Tobias

机构信息

1 Centre for Psychiatry, Wolfson Institute of Preventive Medicine, Barts and the London School of Medicine and Dentistry, Queen Mary University of London , London, United Kingdom .

2 Playlab London , London, United Kingdom .

出版信息

Games Health J. 2016 Feb;5(1):50-67. doi: 10.1089/g4h.2015.0033. Epub 2015 Nov 4.

Abstract

OBJECTIVE

Meeting the complex needs of patients with chronic common mental health disorders (CMHDs) may be the greatest challenge facing organized medical practice. On the basis of a well-established and proven theoretical foundation for controlled respiration as a behavioral intervention for CMHDs, as well as preliminary evidence that gamification can improve health outcomes through increasing patient engagement, this randomized controlled pilot study evaluated the feasibility and clinical efficacy of a mobile health game called "Flowy" ( www.flowygame.com ) that digitally delivered breathing retraining exercises for anxiety, panic, and hyperventilation symptom management.

MATERIALS AND METHODS

We designed an unblinded, Web-based, parallel-group randomized controlled trial focusing on feasibility, clinical efficacy, and design proof of concept. In the intervention condition (n = 31), participants received free access to "Flowy" for 4 weeks. In the control condition (n = 32), participants were placed on a waitlist for 4 weeks before being offered free access to "Flowy." Online measurements using psychological self-report questionnaires were made at 2 and 4 weeks post-baseline.

RESULTS

At trial conclusion, participants found "Flowy" acceptable as an anxiety management intervention. "Flowy" engaged participants sufficiently to endorse proactive gameplay. Intent-to-treat analysis revealed a reduction in anxiety, panic, and self-report hyperventilation scores in both trial arms, with the intervention arm experiencing greater quality of life. Participants perceived "Flowy" as a fun and useful intervention, proactively used "Flowy" as part of their care, and would recommend "Flowy" to family and friends.

CONCLUSIONS

Our results suggest that a digital delivery of breathing retraining exercises through a mobile health game can manage anxiety, panic, and hyperventilation symptoms associated with CMHDs.

摘要

目的

满足慢性常见精神健康障碍(CMHDs)患者的复杂需求可能是有组织的医疗实践面临的最大挑战。基于已确立且经过验证的将控制呼吸作为CMHDs行为干预的理论基础,以及游戏化可通过提高患者参与度改善健康结果的初步证据,这项随机对照试验评估了一款名为“Flowy”(www.flowygame.com)的移动健康游戏的可行性和临床疗效,该游戏以数字方式提供呼吸再训练练习,用于管理焦虑、恐慌和过度换气症状。

材料与方法

我们设计了一项非盲法、基于网络的平行组随机对照试验,重点关注可行性、临床疗效和设计概念验证。在干预组(n = 31)中,参与者可免费使用“Flowy”4周。在对照组(n = 32)中,参与者被列入候补名单4周,之后可免费使用“Flowy”。在基线后第2周和第4周使用心理自我报告问卷进行在线测量。

结果

在试验结束时,参与者认为“Flowy”作为一种焦虑管理干预是可接受的。“Flowy”使参与者充分参与,认可积极的游戏玩法。意向性分析显示,两个试验组的焦虑、恐慌和自我报告的过度换气得分均有所降低,但干预组的生活质量更高。参与者认为“Flowy”是一种有趣且有用的干预措施,主动将“Flowy”作为其护理的一部分使用,并会向家人和朋友推荐“Flowy”。

结论

我们的结果表明,通过移动健康游戏以数字方式提供呼吸再训练练习可以管理与CMHDs相关的焦虑、恐慌和过度换气症状。

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