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一项针对精神病青年患者的电脑角色扮演游戏试点研究的结果。

Results from a pilot study of a computer-based role-playing game for young people with psychosis.

作者信息

Olivet Jeffrey, Haselden Morgan, Piscitelli Sarah, Kenney Rachael, Shulman Alexander, Medoff Deborah, Dixon Lisa

机构信息

Center for Social Innovation, Needham, Massachusetts.

New York State Psychiatric Institute, New York, New York.

出版信息

Early Interv Psychiatry. 2019 Aug;13(4):767-772. doi: 10.1111/eip.12556. Epub 2018 Mar 15.

DOI:10.1111/eip.12556
PMID:29542863
Abstract

AIM

Recent research on first episode psychosis (FEP) has demonstrated the effectiveness of coordinated specialty care (CSC) models to support young adults and their families, yet few tools exist to promote engagement in care. This study aimed to develop a prototype computer-based role-playing game (RPG) designed for young people who have experienced FEP, and conduct a pilot study to determine feasibility and test whether the game improves consumers' attitudes toward treatment and recovery.

METHODS

Twenty young people with FEP who were receiving services at a CSC program enrolled in the study and played the game for 1 hour. Pre- and post-quantitative assessments measured change in hope, recovery, stigma, empowerment and engagement in treatment. Qualitative interviews explored participants' experience with the game and ideas for further product development.

RESULTS

Participants showed significant increase in positive attitudes toward recovery. The qualitative findings further demonstrated the game's positive impact across these domains. Of all game features, participants most highly valued video testimonials of other young adults with FEP telling their stories of hope and recovery.

CONCLUSIONS

These findings provide modest support for the potential benefits of this type of computer-based RPG, if further developed for individuals experiencing psychosis.

摘要

目的

近期关于首发精神病(FEP)的研究已证明协调专科护理(CSC)模式对支持年轻人及其家庭的有效性,但促进参与护理的工具却很少。本研究旨在开发一款为经历过FEP的年轻人设计的基于计算机的角色扮演游戏(RPG)原型,并进行一项试点研究以确定其可行性,并测试该游戏是否能改善消费者对治疗和康复的态度。

方法

20名在CSC项目中接受服务的患有FEP的年轻人参与了该研究,并玩了1小时的游戏。定量评估在游戏前后测量了希望、康复、耻辱感、赋权和参与治疗方面的变化。定性访谈探讨了参与者对游戏的体验以及对产品进一步开发的想法。

结果

参与者对康复的积极态度显著增加。定性研究结果进一步证明了该游戏在这些方面的积极影响。在所有游戏功能中,参与者最看重其他患有FEP的年轻人讲述他们的希望和康复故事的视频推荐。

结论

这些发现为这种基于计算机的RPG的潜在益处提供了一定支持,如果为患有精神病的个体进一步开发的话。

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