Worthen-Chaudhari Lise, McGonigal Jane, Logan Kelsey, Bockbrader Marcia A, Yeates Keith O, Mysiw W Jerry
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.
Brain Inj. 2017;31(10):1279-1286. doi: 10.1080/02699052.2017.1332388. Epub 2017 Jun 30.
To evaluate whether a mobile health application that employs elements of social game design could compliment medical care for unresolved concussion symptoms.
Phase I and Phase II (open-label, non-randomized, ecological momentary assessment methodology).
Outpatient concussion clinic.
Youth, aged 13-18 years, with concussion symptoms 3+ weeks after injury; Phase I: n = 20; Phase II: n = 19.
Participants received standard of care for concussion. The experimental group also used a mobile health application as a gamified symptoms journal.
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.
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).
Mobile apps incorporating social game mechanics and a heroic narrative may promote health management among teenagers with unresolved concussion symptoms.
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。
第一阶段和第二阶段(开放标签、非随机、生态瞬时评估方法)。
门诊脑震荡诊所。
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。
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。
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。
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。