首页> 外文期刊>Journal of medical Internet research >Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer
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Assessing the Acceptability and Usability of an Interactive Serious Game in Aiding Treatment Decisions for Patients with Localized Prostate Cancer

机译:评估交互式严重游戏在协助局部前列腺癌患者治疗决策中的可接受性和可用性

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Background: Men diagnosed with localized prostate cancer face a potentially life-altering treatment decision that can be overwhelming. Enhancing patient knowledge through education can significantly reduce feelings of uncertainty while simultaneously increasing confidence in decision making. Serious games have been shown in other populations to increase health knowledge and assist with the health decision-making process. We developed an interactive serious game, Time After Time, which translates evidence-based treatment outcome data into an accessible and understandable format that men can utilize in their prostate cancer treatment decision-making process. The game specifically aims to raise men’s awareness and understanding of the impact of health-related quality of life issues associated with the major treatment options and to enrich their conversations with their health care providers.Objective: This study determined the acceptability and usability of the alpha version of Time After Time, an interactive decision aid for men diagnosed with localized prostate cancer, in order to inform future iterations of the serious game.Methods: The study employed a mixed methods approach to assess the acceptability and usability of the Time After Time serious game using qualitative focus groups and a quantitative Likert scale survey.Results: A total of 13 men who had already completed treatment for localized prostate cancer completed the survey and participated in focus group meetings. The majority of the study participants rated Time After Time as an appropriate decision tool for localized prostate cancer and verified that it meets its goals of increasing focus on side effects and generating questions for the patient’s health care team. However, participants also expressed concerns about game usability and the diversity of information covered regarding treatment options and potential treatment outcomes.Conclusions: Serious games are a promising approach to health education and decision support for older men. Participants were receptive to the idea of a serious game as a decision aid in localized prostate cancer. However, usability issues are a major concern for this demographic, as is clarity and transparency of data sources.
机译:背景:被诊断患有局限性前列腺癌的男性面临着可能改变生命的治疗决定,这一决定可能会令人不知所措。通过教育来增强患者知识,可以大大减少不确定感,同时增加对决策的信心。在其他人群中已经显示出严肃的游戏,以增加健康知识并协助健康决策过程。我们开发了一款互动式严肃游戏“ Time After Time”,它将基于证据的治疗结果数据转换为一种易于理解的格式,男性可以在其前列腺癌治疗决策过程中使用该格式。该游戏专门旨在提高人们对与主要治疗选择相关的健康相关的生活质量问题的影响的认识和了解,并丰富他们与医疗保健提供者的对话。目的:这项研究确定了Alpha的可接受性和可用性《 Time After Time》版本,这是一种针对诊断为局限性前列腺癌的男性的交互式决策辅助工具,旨在为以后的严重博弈提供信息。方法:本研究采用混合方法评估了Time After Time严重性的可接受性和可用性。结果:共有13位已经完成了局部前列腺癌治疗的男性完成了调查并参加了焦点小组会议。大多数研究参与者将时间间隔定为局部前列腺癌的适当决策工具,并验证了该方法是否达到了增加对副作用的关注并为患者的医疗团队提出问题的目标。然而,参与者也对游戏的可用性以及有关治疗选择和潜在治疗结果的信息多样性表示关注。结论:严肃的游戏是一种有前途的健康教育和决策支持方法。参与者都接受严肃游戏的想法,将其作为局限性前列腺癌的决策辅助手段。但是,可用性问题是此人口统计的主要问题,数据源的清晰度和透明性也是如此。

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