Hoffmann Stefan, Schraut Robert, Kröll Thomas, Scholz Wiebke, Belova Tatiana, Erhardt Johann, Gollmer Daniel, Mauck Christian, Zacharioudakis Giorgos, Meyerheim Marcel, Bonotis Panos, Kakalou Christine, Chatzimina Maria, Karamanidou Christina, Sander Annette, Didi Jana, Graf Norbert, Natsiavas Pantelis
Serious Games Solutions, Promotion Software GmbH, Tübingen, Germany.
Institute of Computer Science, Foundation for Research and Technology - Hellas, Heraklion, Greece.
Front Digit Health. 2021 Dec 8;3:730948. doi: 10.3389/fdgth.2021.730948. eCollection 2021.
MyPal is a European initiative focusing on the use of the electronic patient reported outcome (ePRO) measures to enhance patient engagement in palliative cancer care via digital self-reporting palliative care for patients with cancer. As a part of its approach, MyPal also focuses on pediatric patients, implementing a specific digital health platform including a serious game to facilitate the reporting of the symptoms and overall status regarding their quality of life (QoL). To this end, the reduction of psychological burden related to frequent reporting, a.k.a. as "reporting fatigue" has been identified as a priority. In this study, we present the MyPal-CHILD platform, emphasizing on the serious game named AquaScouts and its key design decisions, while also emphasizing on the respective challenges. More specifically, we provide insights on the participatory design approach applied during the design of the platform and the high-level goals defined based on end-user input. In addition, the validation process applied before the use of the platform under real-world conditions is also presented. Finally, we discuss a number of challenges and the prospects of deploying eHealth interventions to support palliative care.
“我的伙伴”(MyPal)是一项欧洲倡议,专注于利用电子患者报告结局(ePRO)措施,通过为癌症患者提供数字自我报告姑息治疗,来提高患者在姑息性癌症护理中的参与度。作为其方法的一部分,“我的伙伴”还关注儿科患者,实施了一个特定的数字健康平台,其中包括一款严肃游戏,以促进关于他们生活质量(QoL)的症状和总体状况的报告。为此,减少与频繁报告相关的心理负担,即所谓的“报告疲劳”,已被确定为优先事项。在本研究中,我们展示了“我的伙伴 - 儿童”(MyPal-CHILD)平台,重点介绍了名为“AquaScouts”的严肃游戏及其关键设计决策,同时也强调了相应的挑战。更具体地说,我们提供了关于在平台设计过程中应用的参与式设计方法以及基于最终用户输入定义的高层次目标的见解。此外,还介绍了在实际条件下使用该平台之前所应用的验证过程。最后,我们讨论了一些挑战以及部署电子健康干预措施以支持姑息治疗的前景。