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评估多人角色扮演游戏作为慢性身体或精神疾病青少年患者行为健康干预措施的可行性:一项队列研究方案

Evaluating the Feasibility of a Multiplayer Role-Playing Game as a Behavioral Health Intervention in Adolescent Patients With Chronic Physical or Mental Conditions: Protocol for a Cohort Study.

作者信息

Babichenko Dmitriy, Radovic Ana, Patel Ravi, Hester Alexis, Powell Koehler, Eggers Nicholas, Happe David

机构信息

School of Computing and Information, University of Pittsburgh, Pittsburgh, PA, United States.

School of Medicine, University of Pittsburgh, Pittsburgh, PA, United States.

出版信息

JMIR Res Protoc. 2023 Jun 27;12:e43987. doi: 10.2196/43987.

Abstract

BACKGROUND

Numerous studies have revealed that adolescents with chronic physical or mental conditions (CPMCs) are at an increased risk for depression and anxiety, with serious direct and indirect negative effects on treatment adherence, family functioning, and health-related quality of life. As game-based approaches are effective interventions in treating anxiety and depression, we propose to explore the use of a multiplayer role-playing game (RPG) as a potential intervention for social isolation, anxiety, and depression.

OBJECTIVE

The objectives of this study were to (1) determine the feasibility of using Masks, a multiplayer RPG, as an intervention for social isolation, anxiety, and depression in adolescents with CPMCs; (2) evaluate the viability of the research process; and (3) gauge participation in and engagement with RPG-based interventions.

METHODS

This study is a remote synchronous game-based intervention for adolescents with CPMCs aged 14-19 years. Eligible participants completed a web-based baseline survey to assess anxiety, depression, and social isolation and to identify their gaming habits. After completing the baseline survey, they participated in 5 moderated Masks game sessions. In Masks, players assume the roles of young superheroes; select their character types, superpowers; and perform actions determined by the game's rule system and dice rolls. All game sessions were played using Discord, a communication platform commonly used by gaming communities. Games were led and moderated by game masters (GMs). After each game session, participants completed surveys to assess changes in anxiety, depression, and social isolation, and their attitude toward the game and the user experience. The participants also completed an exit survey after all 5 game sessions (modified version of the Patient Health Questionnaire and the Generalized Anxiety Disorder Questionnaire, and 17 open-ended questions). The GMs rated each game session and reported on gameplay, player behavior, comfort, and engagement levels of the players.

RESULTS

As of March 2020, six participants were recruited for the pilot study to participate in moderated web-based game sessions of Masks; 3 completed all game sessions and all required assessments. Although the number of participants was too low to draw generalizable conclusions, self-reported clinical outcomes did seem to indicate a positive change in depression, anxiety, and social isolation symptoms. Qualitative analysis of postgame survey data from participants and GMs indicated high levels of engagement and enjoyment. Furthermore, the participants provided feedback about improved mood and engagement related to weekly participation in Masks. Lastly, responses to the exit survey showed interest in future RPG-related studies.

CONCLUSIONS

We established a workflow for gameplay and evaluated a research protocol for evaluating the impact of RPG participation on isolation, anxiety, and depression symptoms in adolescents with CPMCs. Preliminary data collected from the pilot study support the validity of the research protocol and the use of RPG-based interventions in larger clinical studies.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): RR1-10.2196/43987.

摘要

背景

大量研究表明,患有慢性身体或精神疾病(CPMCs)的青少年患抑郁症和焦虑症的风险增加,对治疗依从性、家庭功能和健康相关生活质量产生严重的直接和间接负面影响。由于基于游戏的方法是治疗焦虑和抑郁的有效干预措施,我们建议探索使用多人角色扮演游戏(RPG)作为针对社交隔离、焦虑和抑郁的潜在干预措施。

目的

本研究的目的是:(1)确定使用多人RPG游戏《面具》作为干预患有CPMCs的青少年社交隔离、焦虑和抑郁的可行性;(2)评估研究过程的可行性;(3)衡量对基于RPG的干预措施的参与度和参与情况。

方法

本研究是一项针对14至19岁患有CPMCs的青少年的远程同步基于游戏的干预措施。符合条件的参与者完成了一项基于网络的基线调查以评估焦虑、抑郁和社交隔离,并确定他们的游戏习惯。完成基线调查后,他们参加了5次有主持人的《面具》游戏环节。在《面具》中,玩家扮演年轻超级英雄的角色;选择他们的角色类型、超能力;并执行由游戏规则系统和掷骰子决定的动作。所有游戏环节均使用游戏社区常用的通信平台Discord进行。游戏由游戏主持人(GM)主持和引导。每次游戏环节后,参与者完成调查以评估焦虑、抑郁和社交隔离的变化,以及他们对游戏和用户体验的态度。在所有5次游戏环节结束后,参与者还完成了一项退出调查(患者健康问卷和广泛性焦虑障碍问卷的修改版,以及17个开放式问题)。GM对每个游戏环节进行评分,并报告游戏玩法、玩家行为、舒适度和玩家的参与度。

结果

截至2020年3月,招募了6名参与者参加试点研究,以参与有主持人的基于网络的《面具》游戏环节;3人完成了所有游戏环节和所有所需评估。尽管参与者数量过少,无法得出可推广的结论,但自我报告的临床结果似乎确实表明抑郁、焦虑和社交隔离症状有积极变化。对参与者和GM的游戏后调查数据的定性分析表明参与度和愉悦度很高。此外,参与者提供了关于每周参与《面具》游戏后情绪改善和参与度提高的反馈。最后,退出调查的回复显示对未来与RPG相关的研究感兴趣。

结论

我们建立了游戏玩法的工作流程,并评估了一项研究方案,以评估RPG参与对患有CPMCs的青少年的隔离、焦虑和抑郁症状的影响。从试点研究中收集的初步数据支持了研究方案的有效性以及在更大规模临床研究中使用基于RPG的干预措施。

国际注册报告识别号(IRRID):RR1-10.2196/43987。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/0463/10337425/8984b5ffe6ef/resprot_v12i1e43987_fig1.jpg

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