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Randomized Controlled Trial of SuperBetter, a Smartphone-Based/Internet-Based Self-Help Tool to Reduce Depressive Symptoms.基于智能手机/互联网的自助工具SuperBetter减少抑郁症状的随机对照试验。
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National High School Athlete Concussion Rates From 2005-2006 to 2011-2012.2005 - 2006年至2011 - 2012年期间美国高中生运动员脑震荡发生率
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National Athletic Trainers' Association position statement: management of sport concussion.美国国家运动训练师协会立场声明:运动性脑震荡的管理
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The SmartCAT: an m-health platform for ecological momentary intervention in child anxiety treatment.智能猫:一个用于儿童焦虑症治疗中生态瞬时干预的移动健康平台。
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Summary of evidence-based guideline update: evaluation and management of concussion in sports: report of the Guideline Development Subcommittee of the American Academy of Neurology.基于证据的指南更新概要:运动性脑震荡的评估和管理:美国神经病学学会指南发展小组委员会的报告。
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减轻青少年的脑震荡症状:一款移动健康应用程序的评估

Reducing concussion symptoms among teenage youth: Evaluation of a mobile health app.

作者信息

Worthen-Chaudhari Lise, McGonigal Jane, Logan Kelsey, Bockbrader Marcia A, Yeates Keith O, Mysiw W Jerry

机构信息

a Department of Physical Medicine and Rehabilitation and Neurological Institute , The Ohio State University , Columbus , OH , USA.

b Institute for the Future , Palo Alto , CA , USA.

出版信息

Brain Inj. 2017;31(10):1279-1286. doi: 10.1080/02699052.2017.1332388. Epub 2017 Jun 30.

DOI:10.1080/02699052.2017.1332388
PMID:28665690
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5645232/
Abstract

OBJECTIVE

To evaluate whether a mobile health application that employs elements of social game design could compliment medical care for unresolved concussion symptoms.

DESIGN

Phase I and Phase II (open-label, non-randomized, ecological momentary assessment methodology).

SETTING

Outpatient concussion clinic.

PARTICIPANTS

Youth, aged 13-18 years, with concussion symptoms 3+ weeks after injury; Phase I: n = 20; Phase II: n = 19.

INTERVENTIONS

Participants received standard of care for concussion. The experimental group also used a mobile health application as a gamified symptoms journal.

OUTCOME MEASURES

Phase I: feasibility and satisfaction with intervention (7-point Likert scale, 1 high). Phase II: change in SCAT-3 concussion symptoms (primary), depression and optimism.

RESULTS

Phase 1: A plurality of participants completed the intervention (14 of 20) with high use (110 +/- 18% play) and satisfaction (median +/- interquartile range (IQR) = 2.0+/- 0.0). Phase II: Groups were equivalent on baseline symptoms, intervention duration, gender distribution, days since injury and medication prescription. Symptoms and optimism improved more for the experimental than for the active control cohort (U = 18.5, p = 0.028, effect size r = 0.50 and U = 18.5, p = 0.028, effect size r = 0.51, respectively).

CONCLUSIONS

Mobile apps incorporating social game mechanics and a heroic narrative may promote health management among teenagers with unresolved concussion symptoms.

摘要

目的

评估一款采用社交游戏设计元素的移动健康应用程序是否能辅助治疗未解决的脑震荡症状。

设计

第一阶段和第二阶段(开放标签、非随机、生态瞬时评估方法)。

地点

门诊脑震荡诊所。

参与者

年龄在13 - 18岁之间、受伤后3周以上仍有脑震荡症状的青少年;第一阶段:n = 20;第二阶段:n = 19。

干预措施

参与者接受脑震荡的标准治疗。实验组还使用一款移动健康应用程序作为症状记录的游戏化工具。

观察指标

第一阶段:干预的可行性和满意度(7分李克特量表,1分为最高)。第二阶段:SCAT - 3脑震荡症状(主要指标)、抑郁和乐观情绪的变化。

结果

第一阶段:多数参与者(20人中的14人)完成了干预,使用率高(110 +/- 18%的参与度)且满意度高(中位数 +/- 四分位间距(IQR)= 2.0 +/- 0.0)。第二阶段:两组在基线症状、干预持续时间、性别分布、受伤天数和药物处方方面相当。实验组的症状和乐观情绪改善程度高于积极对照组(U = 18.5,p = 0.028,效应大小r = 0.50;U = 18.5,p = 0.028,效应大小r = 0.51)。

结论

结合社交游戏机制和英雄叙事的移动应用程序可能会促进有未解决脑震荡症状的青少年的健康管理。