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慢性疼痛或疲劳症状患者多学科康复期间的严肃游戏:现实主义过程评估的混合方法设计

Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation.

作者信息

Vugts Miel Ap, Zedlitz Aglaia Mee, Joosen Margot Cw, Vrijhoef Hubertus Jm

机构信息

Tranzo Scientific Centre for Care and Wellbeing, Tilburg School of Social and Behavioral Sciences, Tilburg University, Tilburg, Netherlands.

Leiden Institute for Brain and Cognition, Department of Health, Medical and Neuropsychology, Leiden University, Leiden, Netherlands.

出版信息

J Med Internet Res. 2020 Mar 9;22(3):e14766. doi: 10.2196/14766.

Abstract

BACKGROUND

Serious gaming could support patients in learning to cope with chronic pain or functional somatic syndromes and reduce symptom burdens.

OBJECTIVE

To realize this potential, insight is needed into how, why, for whom, and when it works in actual treatment circumstances.

METHODS

Following a realist approach, process evaluations were performed before, during, and after a two-armed, natural quasi-experiment (n=275). A group of patients with interfering chronic pain or fatigue symptoms received a short additional blended mindfulness-based serious gaming intervention during a multidisciplinary rehabilitation program. A control group only received the regular rehabilitation program. During two sessions before and one session after the experiment, expectations about serious gaming processes were discussed in focus groups with local care providers, implementers, and experts. Patients participated in a survey (n=114) and in semistructured interviews (n=10). The qualitative data were used to develop tentative expectations about aspects of serious gaming that, in certain patients and circumstances, trigger mechanisms of learning and health outcome change. Hypotheses about indicative quantitative data patterns for tentative expectations were formulated before inspecting, describing, and analyzing-with regression models-routinely collected clinical outcome data. An updated program theory was formulated after mixing the qualitative and quantitative results.

RESULTS

Qualitative data showed that a subset of patients perceived improvement of their self-awareness in moments of daily social interactions. These results were explained by patients, who played the serious game LAKA, as a "confrontation with yourself," which reflected self-discrepancies. Important characteristics of serious gaming in the study's context included innovation factors of relative advantage with experiential learning opportunity, compatibility with the treatment approach, and the limited flexibility in regard to patient preferences. Perceived patient factors included age and style of coping with stress or pain. Learning perceptions could also depend on care provider role-taking and the planning and facilitating (ie, local organization) of serious gaming introduction and feedback sessions in small groups of patients. Quantitative data showed very small average differences between the study groups in self-reported depression, pain, and fatigue changes (-.07<beta<-.17, all 95% CI upper bounds <0), which were mediated by small group differences in mindfulness (beta=.26, 95% CI .02-.51). Mindfulness changes were positively associated with patient involvement in serious gaming (n=114, beta=.36, P=.001). Acceptance of serious gaming was lower in older patients. Average health outcome changes went up to a medium size in patients that reported lower active coping with stress and lower pain coping before serious gaming. Mindfulness changes and gaming acceptance perceptions covaried with group structure and immediate feedback sessions after serious gaming.

CONCLUSIONS

This study developed transferable insight into how and why serious gaming can facilitate additional learning about coping in order to reduce burdens of chronic pain or fatigue symptoms in certain patients and in actual treatment circumstances. Future studies are needed to continue the development of this fallible theory. Such research will further support decisions about using, designing, allocating, and tailoring serious gaming to optimize important patient health benefits.

TRIAL REGISTRATION

Netherlands Trial Register NTR6020; https://www.trialregister.nl/trial/5754.

摘要

背景

严肃游戏可以帮助患者学会应对慢性疼痛或功能性躯体综合征,并减轻症状负担。

目的

为了实现这一潜力,需要深入了解在实际治疗环境中它如何、为何、对谁以及何时起作用。

方法

采用现实主义方法,在一项双臂自然准实验(n = 275)之前、期间和之后进行过程评估。一组有干扰性慢性疼痛或疲劳症状的患者在多学科康复计划中接受了短期额外的基于正念的混合严肃游戏干预。对照组仅接受常规康复计划。在实验前的两次会议和实验后的一次会议期间,与当地护理人员、实施者和专家在焦点小组中讨论了对严肃游戏过程的期望。患者参与了一项调查(n = 114)和半结构化访谈(n = 10)。定性数据用于对严肃游戏的各个方面形成初步期望,即在某些患者和情况下,这些方面会触发学习机制和健康结果变化。在检查、描述和分析(使用回归模型)常规收集的临床结果数据之前,针对初步期望制定了关于指示性定量数据模式的假设。在混合定性和定量结果后制定了更新的项目理论。

结果

定性数据表明,一部分患者在日常社交互动中感受到自我意识有所提高。玩严肃游戏LAKA的患者将这些结果解释为“与自己对抗”,这反映了自我差异。本研究背景下严肃游戏的重要特征包括具有体验式学习机会的相对优势的创新因素、与治疗方法的兼容性以及在患者偏好方面的有限灵活性。感知到的患者因素包括年龄以及应对压力或疼痛的方式。学习认知也可能取决于护理人员的角色承担以及在小患者群体中引入严肃游戏和进行反馈会议的规划与促进(即当地组织)情况。定量数据显示,研究组之间在自我报告的抑郁、疼痛和疲劳变化方面平均差异非常小(-.07 <β < -.17,所有95%CI上限 <0),这些差异由正念方面的小组差异介导(β =.26,95%CI.02 -.51)。正念变化与患者参与严肃游戏呈正相关(n = 114,β =.36,P =.001)。老年患者对严肃游戏的接受度较低。在严肃游戏前报告较低的积极应对压力和较低的疼痛应对方式的患者中,平均健康结果变化达到中等程度。正念变化和游戏接受度认知与小组结构以及严肃游戏后的即时反馈会议相关。

结论

本研究对严肃游戏如何以及为何能够促进关于应对的额外学习以减轻某些患者在实际治疗环境中的慢性疼痛或疲劳症状负担形成了可转移的见解。未来需要开展研究以继续完善这一尚不完善的理论。此类研究将进一步支持关于使用、设计、分配和定制严肃游戏以优化重要患者健康益处的决策。

试验注册

荷兰试验注册NTR6020;https://www.trialregister.nl/trial/5754

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