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首页> 外文期刊>JMIR Serious Games >Feasibility of Applied Gaming During Interdisciplinary Rehabilitation for Patients With Complex Chronic Pain and Fatigue Complaints: A Mixed-Methods Study
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Feasibility of Applied Gaming During Interdisciplinary Rehabilitation for Patients With Complex Chronic Pain and Fatigue Complaints: A Mixed-Methods Study

机译:复杂性慢性疼痛和疲劳投诉患者跨学科康复期间应用游戏的可行性:混合方法研究

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Background Applied gaming holds potential as a convenient and engaging means for the delivery of behavioral interventions. For developing and evaluating feasible computer-based interventions, policy makers and designers rely on limited knowledge about what causes variation in usage. Objective In this study, we looked closely at why and by whom an applied game (LAKA) is demanded and whether it is feasible (with respect to acceptability, demand, practicality, implementation, and efficacy) and devised a complementary intervention during an interdisciplinary rehabilitation program (IRP) for patients with complex chronic pain and fatigue complaints. Methods A mixed-methods design was used. Quantitative process analyses and assessments of feasibility were carried out with patients of a Dutch rehabilitation center who received access to LAKA without professional support during a 16-week interdisciplinary outpatient program. The quantitative data included records of routinely collected baseline variables (t0), additional surveys to measure technology acceptance before (t1) and after 8 weeks of access to LAKA (t2), and automatic log files of usage behavior (frequency, length, and progress). Subsequently, semistructured interviews were held with purposively selected patients. Interview codes triangulated and illustrated explanations of usage and supplemented quantitative findings on other feasibility domains. Results Of the 410 eligible patients who started an IRP during the study period, 116 patients participated in additional data collections (108 with problematic fatigue and 47 with moderate or severe pain). Qualitative data verified that hedonic motivation was the most important factor for behavioral intentions to use LAKA ( P .001). Moreover, quotes illustrated a positive association between usage intentions (t1) and baseline level (t0) coping by active engagement (Spearman ρ =0.25; P =.008) and why patients who often respond by seeking social support were represented in a group of 71 patients who accessed the game ( P =.034). The median behavioral intention to use LAKA was moderately positive and declined over time. Twenty patients played the game from start to finish. Behavioral change content was recognized and seen as potentially helpful by interview respondents who exposed themselves to the content of LAKA. Conclusions Variation in the demand for applied gaming is generally explained by perceived enjoyment and effort and by individual differences in coping resources. An applied game can be offered as a feasible complementary intervention for more patients with complex chronic pain or fatigue complaints by embedding and delivering in alignment with patient experiences. Feasibility, effectiveness, and cost-effectiveness can be evaluated in a full-scale evaluation. New observations elicit areas of further research on the usage of computer-based interventions.
机译:背景技术应用游戏具有作为提供行为干预的方便和吸引人的手段的潜力。为了开发和评估可行的基于计算机的干预措施,政策制定者和设计者依赖于有限的知识来了解导致使用变化的原因。目的在本研究中,我们仔细研究了为什么需要和由谁进行应用博弈(LAKA),以及是否可行(就可接受性,需求,实用性,实施和功效而言),并在跨学科康复过程中设计了一项补充干预措施计划(IRP),用于患有复杂的慢性疼痛和疲劳症状的患者。方法采用混合方法设计。对荷兰康复中心的患者进行了定量过程分析和可行性评估,这些患者在16周的跨学科门诊计划中无需专业支持即可使用LAKA。定量数据包括常规收集的基线变量(t0)的记录,在访问LAKA之前和之后8周(t2)进行测量以衡量技术验收的其他调查,以及使用行为的自动日志文件(频率,长度和进度) )。随后,对有针对性的患者进行了半结构式访谈。面试代码对用法的解释进行了三角剖析和说明,并补充了其他可行性领域的定量结果。结果在研究期间开始进行IRP的410名合格患者中,有116名患者参加了额外的数据收集(108名有问题的疲劳和47名中度或重度疼痛)。定性数据证实享乐动机是使用LAKA的行为意图的最重要因素(P <.001)。此外,引号还说明了使用意愿(t1)和基线水平(t0)通过积极参与应对的积极关联(Spearmanρ= 0.25; P = .008),以及为什么经常通过寻求社会支持做出反应的患者代表了一组71位参与了该游戏的患者(P = .034)。使用LAKA的平均行为意向为中度积极,并随时间下降。从头到尾有20位患者玩游戏。暴露于LAKA内容中的受访者认为,行为改变的内容被认为是潜在的帮助。结论应用游戏需求的变化通常由感知的享受和努力以及应对资源的个体差异来解释。通过嵌入和传递与患者的经验相一致的方式,可以将应用游戏作为可行的补充干预措施,提供给更多具有复杂慢性疼痛或疲劳症状的患者。可行性,有效性和成本效益可在全面评估中进行评估。新的观察结果引发了对基于计算机的干预措施的使用进行进一步研究的领域。

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