Sullivan Lindsay, McKenzie Lara B, Roberts Kristin, Recker Robyn, Schwebel David C, Pommering Thomas, Yang Jingzhen
School of Health and Rehabilitation Sciences, College of Medicine, The Ohio State University, Columbus, OH, United States.
Center for Injury Research and Policy, Abigail Wexner Research Institute, Nationwide Children's Hospital, Columbus, OH, United States.
JMIR Form Res. 2023 May 26;7:e43015. doi: 10.2196/43015.
Existing concussion education programs for preteen athletes typically do not result in sustained improvements in concussion symptom recognition or reporting behaviors. Virtual reality (VR) technology offers an innovative tool that may improve concussion symptom recognition and reporting behaviors among preteen athletes.
We aimed to describe the design and development of a VR concussion education app, Make Play Safe (MPS), and present findings on the usability and preliminary efficacy of MPS in improving concussion recognition and reporting intentions among soccer athletes aged 9-12 years.
A collaborative user-centered design process was implemented to develop and evaluate MPS, a semi-immersive VR concussion education app designed to address two behavioral outcomes in preteen athletes aged 9-12 years: (1) recognizing concussion and (2) reporting concussion. The development of MPS occurred in three phases: (1) design and development, (2) usability testing, and (3) preliminary efficacy testing. During phase 1, consultations were completed with 6 experts. Additionally, 5 interviews with children who had a history of concussion were conducted to collect feedback about the proof of concept of MPS. During phase 2, a participatory workshop with 11 preteen athletes and a small group discussion with 6 parents and 2 coaches were conducted to explore the usefulness and acceptability of MPS from the perspective of end users. Finally, phase 3 included preliminary efficacy testing with 33 soccer athletes aged 9-12 years to examine changes in concussion-related knowledge, attitudes, and reporting intentions from pre- to postintervention. The data generated from each phase of this study informed the development of the final version of the proof of concept of the VR concussion education app, MPS.
Experts positively rated the features of MPS and noted that the design and content were innovative and age-appropriate. Preteens with a history of concussion indicated the scenarios and symptoms portrayed in the app represented well what they experienced while concussed. Further, they stated that the app would be an engaging way for children to learn about concussions. The 11 healthy children in the workshop perceived the app positively, noting that the scenarios were informative and engaging. Results from preliminary efficacy testing revealed increases in many athletes' knowledge and reporting intentions from pre- to postintervention. Others demonstrated no significant changes or a decrease in knowledge, attitudes, or reporting intentions from pre- to postintervention. Group-level changes in concussion knowledge and intention to report concussions were statistically significant (P<.05), while changes in attitudes toward reporting concussions were not (P=.08).
Results suggest VR technology may be an effective and efficient tool to equip preteen athletes with the requisite knowledge and skills to recognize and report future concussions. Further research is recommended to examine the use of VR as an effective strategy to improve concussion-reporting behaviors in preteen athletes.
现有的针对青少年运动员的脑震荡教育项目通常不会使脑震荡症状识别或报告行为得到持续改善。虚拟现实(VR)技术提供了一种创新工具,可能会改善青少年运动员的脑震荡症状识别和报告行为。
我们旨在描述一款VR脑震荡教育应用程序“让比赛安全(MPS)”的设计与开发,并展示MPS在提高9至12岁足球运动员的脑震荡识别和报告意愿方面的可用性和初步效果。
实施了以用户为中心的协作设计过程来开发和评估MPS,这是一款半沉浸式VR脑震荡教育应用程序,旨在解决9至12岁青少年运动员的两个行为结果:(1)识别脑震荡和(2)报告脑震荡。MPS的开发分为三个阶段:(1)设计与开发,(2)可用性测试,(3)初步效果测试。在第一阶段,与6位专家进行了咨询。此外,对5名有脑震荡病史的儿童进行了访谈,以收集有关MPS概念验证的反馈。在第二阶段,与11名青少年运动员举办了一次参与式研讨会,并与6名家长和2名教练进行了小组讨论,以从最终用户的角度探讨MPS的有用性和可接受性。最后,第三阶段包括对33名9至12岁足球运动员进行初步效果测试,以检查干预前后与脑震荡相关的知识、态度和报告意愿的变化。本研究每个阶段产生的数据为VR脑震荡教育应用程序MPS概念验证的最终版本的开发提供了信息。
专家对MPS的功能给予了积极评价,并指出其设计和内容具有创新性且适合该年龄段。有脑震荡病史的青少年表示,应用程序中描绘的场景和症状很好地代表了他们脑震荡时的经历。此外,他们表示该应用程序将是孩子们了解脑震荡的一种有趣方式。研讨会上的11名健康儿童对该应用程序给予了积极评价,指出这些场景信息丰富且引人入胜。初步效果测试结果显示,许多运动员在干预前后的知识和报告意愿有所增加。其他人则在干预前后的知识、态度或报告意愿方面没有显著变化或有所下降。脑震荡知识和报告脑震荡意愿的组级变化具有统计学意义(P<0.05),而报告脑震荡态度的变化则没有统计学意义(P=0.08)。
结果表明,VR技术可能是一种有效且高效的工具,可使青少年运动员具备识别和报告未来脑震荡的必要知识和技能。建议进一步研究以检验VR作为改善青少年运动员脑震荡报告行为的有效策略的应用情况。