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非创伤中心创伤分诊教育视频游戏:一项随机临床试验的二次分析

An Educational Video Game in Trauma Triage at Nontrauma Centers: A Secondary Analysis of a Randomized Clinical Trial.

作者信息

Mohan Deepika, Fischhoff Baruch, Talisa Victor, Elmer Jonathan, White Douglas B, Angus Derek C, Peitzman Andrew, Bendesky Brad, Chapman Allyson Cook, Forsythe Raquel M, Guyette Frank X, Hynes Allyson M, Oskvarek Jonathan J, Weingart Scott D, Weinstock Michael, Chang Chung-Chou H

机构信息

Department of Surgery, University of Pittsburgh School of Medicine, Pittsburgh, Pennsylvania.

Department of Critical Care Medicine, University of Pittsburgh School of Medicine, Pittsburgh, Pennsylvania.

出版信息

JAMA Netw Open. 2025 Jun 2;8(6):e2513375. doi: 10.1001/jamanetworkopen.2025.13375.

Abstract

IMPORTANCE

Understanding how behavioral interventions work and whom they help can increase their effectiveness.

OBJECTIVE

To evaluate the mechanism of action and heterogeneity of the estimated treatment effect of a customized video game (Night Shift) designed to recalibrate physician heuristics (pattern recognition) in trauma triage.

DESIGN, SETTING, AND PARTICIPANTS: This process evaluation of a randomized clinical trial was performed with a national sample of 800 physicians responsible for the triage of patients with trauma at the emergency departments (EDs) of levels III, IV, and V trauma centers and nontrauma centers in the US. Data were collected online from November 27, 2023, to March 11, 2024. Data were analyzed based on intention to treat.

INTERVENTIONS

Usual education or customized video game played for 2 hours. All participants completed a virtual simulation, mimicking 3 ED shifts.

MAIN MEASURES AND OUTCOMES

The intervention's mechanism of action was analyzed using signal detection theory, which describes decision-making as the product of perceptual sensitivity (the ability to recognize signal [severe injuries] and noise [minor injuries]) and decisional threshold (tolerance for false-positive or false-negative decisions). The heterogeneity of the estimated treatment effect was evaluated using prespecified subgroup analyses to test moderation by participant characteristics (ie, sex, age, and clinical volume). Findings were validated using a data-driven approach with bayesian additive regression trees.

RESULTS

The 800 participants (566 [71%] male; mean [SD] age, 43.8 [9.4] years) had mean (SD) professional experience of 12.0 (8.4) years, worked at nontrauma centers (488 [61%]) or at level III, IV, or V trauma centers (312 [39%]), and were board-certified in emergency medicine (673 [84%]). Most intervention participants (339 [85%]) played the customized video game for at least 2 hours or until they completed the content, and most (345 of 398 [87%] for the intervention and 231 of 397 [58%] for the control) used the simulation. Assignment to the intervention arm was associated with a reduction in undertriage (22% vs 38%; percentage point difference, 16 [95% CI, 15-18]; P < .001). The intervention was associated with a moderate increase in tolerance for false-positive decisions (intervention 0.14 SD units [95% CI, 0.07-0.22]; control 0.53 SD units [95% CI, 0.43-0.63]; Cohen d = 0.6) and a small improvement in the ability to recognize severely injured patients (intervention 1.00 SD units [95% CI, 0.94-1.07]; control 0.87 SD units [95% CI, 0.79-0.94]; Cohen d = 0.2). Limited heterogeneity of the estimated treatment effect was observed, although participants' clinical volume was associated with moderation.

CONCLUSIONS

In this process evaluation of a randomized clinical trial, exposure to a theory-based video game was associated with liberalized thresholds for transfer and limited heterogeneity of the estimated treatment effect.

TRIAL REGISTRATION

ClinicalTrials.gov Identifier: NCT06063434.

摘要

重要性

了解行为干预如何起作用以及对哪些人有帮助可以提高其有效性。

目的

评估一款定制视频游戏(《夜班》)的作用机制和估计治疗效果的异质性,该游戏旨在重新校准医生在创伤分诊中的启发式方法(模式识别)。

设计、设置和参与者:对一项随机临床试验进行了过程评估,样本来自美国三级、四级和五级创伤中心以及非创伤中心急诊科负责创伤患者分诊的800名医生。数据于2023年11月27日至2024年3月11日在线收集。基于意向性分析进行数据分析。

干预措施

常规教育或玩2小时定制视频游戏。所有参与者完成了一次虚拟模拟,模拟3个急诊科班次。

主要测量指标和结果

使用信号检测理论分析干预的作用机制,该理论将决策描述为感知敏感性(识别信号[重伤]和噪声[轻伤]的能力)和决策阈值(对假阳性或假阴性决策的容忍度)的乘积。使用预先指定的亚组分析评估估计治疗效果的异质性,以测试参与者特征(即性别、年龄和临床工作量)的调节作用。研究结果使用贝叶斯加法回归树的数据驱动方法进行验证。

结果

800名参与者(566名[71%]为男性;平均[标准差]年龄为43.8[9.4]岁)的平均(标准差)专业经验为12.0(8.4)年,在非创伤中心工作(488名[61%])或在三级、四级或五级创伤中心工作(312名[39%]),并获得急诊医学委员会认证(673名[84%])。大多数干预组参与者(339名[85%])玩定制视频游戏至少2小时或直到完成内容,大多数(干预组398名中的345名[87%],对照组397名中的231名[58%])使用了模拟。分配到干预组与漏诊率降低相关(22%对38%;百分点差异为16[95%置信区间,15 - 18];P <.001)。干预与对假阳性决策的容忍度适度增加相关(干预组0.14标准差单位[95%置信区间,0.07 - 0.22];对照组0.53标准差单位[95%置信区间,0.43 - 0.63];Cohen d = 0.6),以及识别重伤患者的能力略有提高(干预组1.00标准差单位[95%置信区间,0.94 - 1.07];对照组0.87标准差单位[95%置信区间,0.79 - 0.94];Cohen d = 0.2)。尽管参与者的临床工作量与调节作用相关,但观察到估计治疗效果的异质性有限。

结论

在这项随机临床试验的过程评估中,接触基于理论的视频游戏与放宽转诊阈值以及估计治疗效果的有限异质性相关。

试验注册

ClinicalTrials.gov标识符:NCT06063434。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/c668/12138726/fe5d116fbcdf/jamanetwopen-e2513375-g001.jpg

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