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针对儿科患者的一款游戏化移动健康干预措施(Triumf)的可用性、可接受性、可行性及有效性:定性研究

Usability, Acceptability, Feasibility, and Effectiveness of a Gamified Mobile Health Intervention (Triumf) for Pediatric Patients: Qualitative Study.

作者信息

Tark Riin, Metelitsa Mait, Akkermann Kirsti, Saks Kadri, Mikkel Sirje, Haljas Kadri

机构信息

Institute of Psychology, University of Tartu, Tartu, Estonia.

Triumf Research OU, Tartu, Estonia.

出版信息

JMIR Serious Games. 2019 Sep 30;7(3):e13776. doi: 10.2196/13776.

Abstract

BACKGROUND

Mental disorders are notably prevalent in children with chronic illnesses, whereas a lack of access to psychological support might lead to potential mental health problems or disruptions in treatment. Digitally delivered psychological interventions have shown promising results as a supportive treatment measure for improving health outcomes during chronic illness.

OBJECTIVE

This study aimed to evaluate the usability, acceptability, and feasibility of providing psychological and treatment support in a clinical setting via a mobile game environment. In addition, the study aimed to evaluate the preliminary effectiveness of the mobile health game.

METHODS

Patients aged 7 to 14 years with less than a year from their diagnosis were eligible to participate in the study. In total, 15 patients were invited to participate by their doctor. A total of 9 patients (age range: 7-12 years; mean age 9.1 years) completed the 60-day-long study in which the Triumf mobile health game was delivered as a digital intervention. In an engaging game environment, patients were offered psychological and treatment support, cognitive challenges, and disease-specific information. The fully digital intervention was followed by a qualitative interview conducted by a trained psychologist. The results of the interview were analyzed in conjunction with patient specific in-game qualitative data. Ethical approval was obtained to conduct the study.

RESULTS

Patients positively perceived the game, resulting in high usability and acceptability evaluations. Participants unanimously described the game as easy to use and engaging in terms of gamified activities, while also providing beneficial and trustworthy information. Furthermore, the overall positive evaluation was emphasized by an observed tendency to carry on gaming post study culmination (67%, 10/15). Psychological support and mini games were the most often used components of the game, simultaneously the participants also highlighted the education module as one of the most preferred. On average, the patients sought and received psychological support or education on 66.6 occasions during the 60-day intervention. Participants spent the most time collecting items from the city environment (on average 15.6 days, SD 8.1), indicative of exploratory behavior, based on the quantitative in-game collected data. During the intervention period, we observed a statistically significant decrease in general health problems (P=.003) and saw a trend toward a decrease in depression and anxiety symptoms.

CONCLUSIONS

This study demonstrated that a game environment could be a promising medium for delivering comprehensive supportive care to pediatric patients with cancer alongside standard treatment, with potential application across a variety of chronic conditions. Importantly, the results indicate that the study protocol was feasible with modifications to randomized controlled trials, and the game could be considered applicable in a clinical context. By giving an empirical evaluation of delivering psychological support via the game environment, our work stands to inform future mobile health interventions.

摘要

背景

精神障碍在患有慢性病的儿童中尤为普遍,而缺乏心理支持可能会导致潜在的心理健康问题或治疗中断。数字交付的心理干预作为一种支持性治疗措施,在改善慢性病患者健康结局方面已显示出有前景的结果。

目的

本研究旨在评估通过移动游戏环境在临床环境中提供心理和治疗支持的可用性、可接受性和可行性。此外,该研究旨在评估移动健康游戏的初步有效性。

方法

诊断后不到一年的7至14岁患者有资格参与本研究。共有15名患者由其医生邀请参与。共有9名患者(年龄范围:7至12岁;平均年龄9.1岁)完成了为期60天的研究,其中Triumf移动健康游戏作为数字干预措施提供。在一个引人入胜的游戏环境中,为患者提供心理和治疗支持、认知挑战以及特定疾病信息。在完全数字化干预之后,由一名经过培训的心理学家进行定性访谈。访谈结果与患者特定的游戏内定性数据一起进行分析。已获得进行该研究的伦理批准。

结果

患者对游戏给予了积极评价,从而获得了较高的可用性和可接受性评估。参与者一致认为该游戏易于使用,在游戏化活动方面很有吸引力,同时还提供有益且可靠的信息。此外,研究结束后仍有继续玩游戏的倾向(67%,10/15),这进一步强调了总体的积极评价。心理支持和小游戏是该游戏最常使用的组成部分,同时参与者也将教育模块列为最受欢迎的部分之一。在为期60天的干预期间,患者平均寻求并获得了66.6次心理支持或教育。根据游戏内收集的定量数据,参与者花在从城市环境中收集物品上的时间最多(平均15.6天,标准差8.1),这表明存在探索行为。在干预期间,我们观察到总体健康问题有统计学意义的下降(P = 0.003),并且抑郁和焦虑症状有下降趋势。

结论

本研究表明,游戏环境可能是一种有前景的媒介,可在标准治疗的同时为患有癌症的儿科患者提供全面的支持性护理,并可能适用于各种慢性病。重要的是,结果表明该研究方案经修改后适用于随机对照试验,并且该游戏可被认为适用于临床环境。通过对通过游戏环境提供心理支持进行实证评估,我们的工作可为未来的移动健康干预提供参考。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c7ff/6792029/1e03bfa6ac3f/games_v7i3e13776_fig1.jpg

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