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以可塑性为重点的创伤后应激障碍严肃游戏干预的可接受性:用户需求分析。

Acceptability of a Plasticity-Focused Serious Game Intervention for Posttraumatic Stress Disorder: User Requirements Analysis.

作者信息

Jones Matthew, Denisova Alena, Mitchell Stephen, Owen Tom

机构信息

Health Services Research, Medical School, Swansea University, Swansea, United Kingdom.

Department of Computer Science, College of Science, Swansea University, Swansea, United Kingdom.

出版信息

JMIR Serious Games. 2019 Apr 16;7(2):e11909. doi: 10.2196/11909.

Abstract

BACKGROUND

Trauma-focused cognitive behavioral therapy (TF-CBT) is a first-line treatment for posttraumatic stress disorder (PTSD). Despite a solid evidence base, TF-CBT response and attrition rates vary considerably. Plasticity-focused interventions, including the use of serious games, have the potential to improve TF-CBT response and treatment retention.

OBJECTIVE

The aim of this study was to assess the acceptability of a mobile phone-delivered plasticity-focused serious game to improve response to TF-CBT for PTSD, and carry out a user requirements analysis should the development of a prototype be warranted.

METHODS

We conducted 2 one-to-one interviews (n=2), one focus group involving service users who had received a diagnosis of PTSD (n=3) and one focus group involving psychological trauma service clinicians (n=4).

RESULTS

We found that the concept of a plasticity-focused mobile phone intervention for PTSD is acceptable to patients and clinicians. Service users and clinicians both believed that the usage should be guided by a therapist, and both contributed useful inputs regarding the audiovisual aspects of the proposed serious game. It was accepted that the game would not be suitable for all patients and that clinicians would need to appropriately prescribe the usage of the game.

CONCLUSIONS

The findings highlight the acceptability of the proposed serious game and clarify the user requirements for such an intervention. It is the intention of the authors to carry out a user experience evaluation using a prototype serious game in a clinical population.

摘要

背景

创伤聚焦认知行为疗法(TF-CBT)是创伤后应激障碍(PTSD)的一线治疗方法。尽管有坚实的证据基础,但TF-CBT的反应率和脱落率差异很大。以可塑性为重点的干预措施,包括使用严肃游戏,有可能改善TF-CBT的反应和治疗保留率。

目的

本研究的目的是评估一款通过手机提供的、以可塑性为重点的严肃游戏对改善PTSD患者对TF-CBT反应的可接受性,并在有必要开发原型时进行用户需求分析。

方法

我们进行了2次一对一访谈(n = 2),1次涉及已被诊断为PTSD的服务使用者的焦点小组访谈(n = 3),以及1次涉及心理创伤服务临床医生的焦点小组访谈(n = 4)。

结果

我们发现,针对PTSD的以可塑性为重点的手机干预概念对于患者和临床医生来说是可以接受的。服务使用者和临床医生都认为使用应由治疗师指导,并且双方都对拟议严肃游戏的视听方面提供了有用的意见。大家一致认为该游戏并非适用于所有患者,临床医生需要适当规定游戏的使用方式。

结论

研究结果突出了拟议严肃游戏的可接受性,并阐明了此类干预措施的用户需求。作者打算在临床人群中使用原型严肃游戏进行用户体验评估。

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