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iLift:一种用于提升和转移技术的健康行为改变支持系统,以预防医疗保健中的下背部损伤。

iLift: A health behavior change support system for lifting and transfer techniques to prevent lower-back injuries in healthcare.

作者信息

Kuipers Derek A, Wartena Bard O, Dijkstra Boudewijn H, Terlouw Gijs, van T Veer Job T B, van Dijk Hylke W, Prins Jelle T, Pierie Jean Pierre E N

机构信息

NHL University of Applied Sciences, Leeuwarden, The Netherlands.

NHL University of Applied Sciences, Leeuwarden, The Netherlands; University of Technology Delft, Industrial Design Engineering, The Netherlands.

出版信息

Int J Med Inform. 2016 Dec;96:11-23. doi: 10.1016/j.ijmedinf.2015.12.006. Epub 2016 Jan 4.

Abstract

OBJECTIVE

Lower back problems are a common cause of sick leave of employees in Dutch care homes and hospitals. In the Netherlands over 40% of reported sick leave is due to back problems, mainly caused by carrying out heavy work. The goal of the iLift project was to develop a game for nursing personnel to train them in lifting and transfer techniques. The main focus was not on testing for the effectiveness of the game itself, but rather on the design of the game as an autogenous trigger and its place in a behavioral change support system. In this article, the design and development of such a health behavior change support system is addressed, describing cycles of design and evaluation.

METHODS

(a) To define the problem space, use context and user context, focus group interviews were conducted with Occupational Therapists (n=4), Nurses (n=10) and Caregivers (n=12) and a thematic analysis was performed. We interviewed experts (n=5) on the subject of lifting and transferring techniques. (b) A design science research approach resulted in a playable prototype. An expert panel conducted analysis of video-recorded playing activities. (c) Field experiment: We performed a dynamic analysis in order to investigate the feasibility of the prototype through biometric data from player sessions (n=620) by healthcare professionals (n=37).

RESULTS

(a) Occupational Therapists, Nurses and Caregivers did not recognise a lack of knowledge with training in lifting and transferring techniques. All groups considered their workload, time pressure and a culturally determined habit to place the patient's well being above their own as the main reason not to apply appropriate lifting and transferring techniques. This led to a shift in focus from a serious game teaching lifting and transferring techniques to a health behavior change support system containing a game with the intention to influence behavior. (b) Building and testing (subcomponents of) the prototype resulted in design choices regarding players perspective, auditory and visual feedback, overall playability and perceived immersiveness. This design process also addressed the behavior shaping capacities of the game and its place within the health behavior change support system. An expert panel on lifting and transferring techniques validated the provoked in-game activities as being authentic. (c) Regression analysis showed an increase of the game score and dashboard score when more sessions were played, indicating an in-game training effect. A post-hoc test revealed that from an average of 10 playing sessions or more, the dashboard score and the game score align, which indicates behavioral change towards executing appropriate static lifting and transferring techniques.

CONCLUSIONS

Data gathered in the final field test shows an in-game training effect, causing players to exhibit correct techniques for static lifting and transferring techniques but also revealed the necessity for future social system development and especially regarding intervention acceptance. Social system factors showed a strong impact on the games persuasive capacities and its autogenous intent.

摘要

目的

下背部问题是荷兰养老院和医院员工病假的常见原因。在荷兰,超过40%的病假是由背部问题导致的,主要是由于从事繁重工作。iLift项目的目标是为护理人员开发一款游戏,以培训他们的搬运和转移技术。主要重点不是测试游戏本身的有效性,而是将游戏设计为一种自发触发因素及其在行为改变支持系统中的地位。本文探讨了这种健康行为改变支持系统的设计与开发,描述了设计和评估的循环过程。

方法

(a)为了定义问题空间、使用情境和用户情境,对职业治疗师(n = 4)、护士(n = 10)和护理人员(n = 12)进行了焦点小组访谈,并进行了主题分析。我们就搬运和转移技术主题采访了专家(n = 5)。(b)采用设计科学研究方法得出了一个可玩的原型。一个专家小组对视频记录的游戏活动进行了分析。(c)现场实验:我们进行了动态分析,以便通过医疗保健专业人员(n = 37)在玩家会话(n = 620)中收集的生物识别数据来研究原型的可行性。

结果

(a)职业治疗师、护士和护理人员在搬运和转移技术培训方面未认识到知识欠缺。所有组都认为他们的工作量、时间压力以及将患者福祉置于自身之上的文化决定习惯是不应用适当搬运和转移技术的主要原因。这导致重点从一款教授搬运和转移技术的严肃游戏转向一个包含旨在影响行为的游戏的健康行为改变支持系统。(b)构建和测试原型(的子组件)导致在玩家视角、听觉和视觉反馈、整体可玩性和感知沉浸感方面做出设计选择。这个设计过程还涉及了游戏的行为塑造能力及其在健康行为改变支持系统中的地位。一个搬运和转移技术专家小组验证了游戏中引发的活动是真实的。(c)回归分析表明,玩的会话越多,游戏得分和仪表板得分越高,表明存在游戏内训练效果。事后检验显示,平均玩10次或更多会话后,仪表板得分和游戏得分趋于一致,这表明在执行适当的静态搬运和转移技术方面出现了行为改变。

结论

在最终现场测试中收集的数据显示了游戏内训练效果,使玩家表现出正确的静态搬运和转移技术,但也揭示了未来社会系统开发的必要性,特别是在干预接受方面。社会系统因素对游戏的说服能力及其自发意图有很大影响。

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