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Reducing Stigma Toward Individuals With Schizophrenia Using a Brief Video: A Randomized Controlled Trial of Young Adults.使用短视频减少精神分裂症患者污名化:一项针对青年的随机对照试验。
Schizophr Bull. 2021 Jan 23;47(1):7-14. doi: 10.1093/schbul/sbaa114.
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The Role of Digital Navigators in Promoting Clinical Care and Technology Integration into Practice.数字导航员在促进临床护理和技术融入实践中的作用。
Digit Biomark. 2020 Nov 26;4(Suppl 1):119-135. doi: 10.1159/000510144. eCollection 2020 Winter.
4
Reducing Mental Health Stigma Through Identification With Video Game Avatars With Mental Illness.通过认同患有精神疾病的电子游戏角色来减少心理健康污名化。
Front Psychol. 2020 Sep 9;11:2240. doi: 10.3389/fpsyg.2020.02240. eCollection 2020.
5
Serious Games, Gamification, and Serious Mental Illness: A Scoping Review.严肃游戏、游戏化与严重精神疾病:范围综述。
Psychiatr Serv. 2020 Feb 1;71(2):170-183. doi: 10.1176/appi.ps.201800567. Epub 2019 Oct 23.
6
Global, regional, and national incidence, prevalence, and years lived with disability for 354 diseases and injuries for 195 countries and territories, 1990-2017: a systematic analysis for the Global Burden of Disease Study 2017.全球、区域和国家层面 195 个国家和地区 1990 年至 2017 年 354 种疾病和伤害导致的发病率、患病率和伤残损失寿命年:基于 2017 年全球疾病负担研究的系统分析。
Lancet. 2018 Nov 10;392(10159):1789-1858. doi: 10.1016/S0140-6736(18)32279-7. Epub 2018 Nov 8.
7
Results from a pilot study of a computer-based role-playing game for young people with psychosis.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。
Early Interv Psychiatry. 2019 Aug;13(4):767-772. doi: 10.1111/eip.12556. Epub 2018 Mar 15.
8
Understanding Pathways to Care of Individuals Entering a Specialized Early Intervention Service for First-Episode Psychosis.了解首次出现精神病症状后进入专门早期干预服务的个体的照护途径。
Psychiatr Serv. 2018 Jun 1;69(6):648-656. doi: 10.1176/appi.ps.201700018. Epub 2018 Mar 1.
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J Med Internet Res. 2017 Nov 1;19(11):e367. doi: 10.2196/jmir.8775.
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Serious Games and Gamification for Mental Health: Current Status and Promising Directions.用于心理健康的严肃游戏和游戏化:现状与前景方向。
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一款针对首发精神病青年的严肃游戏(OnTrack>游戏):一项随机对照试验的定性研究结果

A Serious Game for Young People With First Episode Psychosis (OnTrack>The Game): Qualitative Findings of a Randomized Controlled Trial.

作者信息

Jankowski Samantha, Ferreira Kathleen, Mascayano Franco, Donovan Effy, Rahim Reanne, Birnbaum Michael L, Yum-Chan Sabrina, Medoff Deborah, Marcogliese Bethany, Fang Lijuan, Nicholson Terriann, Dixon Lisa

机构信息

Department of Psychiatry, New York State Psychiatric Institute, New York, NY, United States.

Department of Research and Evaluation, C4 Innovations, Needham, MA, United States.

出版信息

JMIR Ment Health. 2022 Apr 6;9(4):e33526. doi: 10.2196/33526.

DOI:10.2196/33526
PMID:35384847
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9021940/
Abstract

BACKGROUND

Several studies have shown the benefits of coordinated specialty care (CSC) for individuals with first episode psychosis; however, pathways to care are marred by lack of knowledge, stigma, and difficulties with treatment engagement. Serious games or video interventions may provide a way to address these factors.

OBJECTIVE

This study focuses on qualitative results of a randomized controlled trial comparing OnTrack>The Game (OTG) with recovery videos (RVs) on engagement, stigma, empowerment, hope, recovery, and understanding of psychosis in clients receiving CSC. Clinicians are also interviewed regarding their perceptions of the interventions and suggestions for improvement.

METHODS

A total of 16 clients aged 16-30 years, with first episode psychosis attending a CSC program in New York State, and 9 clinicians participated in the qualitative interviews. Interviews were analyzed using the rapid identification of themes from audio recordings method.

RESULTS

For clients, themes included relatability of game content, an increased sense of hope and the possibility of recovery, decreased self-stigma and public stigma, increased understanding of the importance of social support, and increased empowerment in the OTG group. Clinicians had a preference for RV and provided suggestions for dissemination and implementation.

CONCLUSIONS

Themes that may help inform future research in this area, particularly regarding dissemination and implementation of OTG and RV, emerged.

TRIAL REGISTRATION

ClinicalTrials.gov NCT03390491; https://clinicaltrials.gov/ct2/show/NCT03390491.

摘要

背景

多项研究表明,协调专科护理(CSC)对首发精神病患者有益;然而,护理途径因知识匮乏、耻辱感以及治疗参与困难而受到影响。严肃游戏或视频干预可能提供一种解决这些因素的方法。

目的

本研究聚焦于一项随机对照试验的定性结果,该试验比较了《踏上正轨:游戏》(OTG)与康复视频(RVs)对接受CSC的客户在参与度、耻辱感、赋权、希望、康复以及对精神病的理解方面的影响。还就临床医生对干预措施的看法及改进建议进行了访谈。

方法

共有16名年龄在16 - 30岁、患有首发精神病且参加纽约州CSC项目的客户以及9名临床医生参与了定性访谈。采用从录音中快速识别主题的方法对访谈进行分析。

结果

对于客户而言,主题包括游戏内容的相关性、希望感增强和康复的可能性、自我耻辱感和公众耻辱感降低、对社会支持重要性的理解增加以及OTG组的赋权增加。临床医生更倾向于RV,并提供了传播和实施方面的建议。

结论

出现了可能有助于为该领域未来研究提供信息的主题,特别是关于OTG和RV的传播与实施。

试验注册

ClinicalTrials.gov NCT03390491;https://clinicaltrials.gov/ct2/show/NCT03390491 。