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HabitApp: New Play Technologies in Pediatric Cancer to Improve the Psychosocial State of Patients and Caregivers

机译:Habitapp:儿科癌症的新游戏技术,提高患者和护理人员的心理社会状态

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Childhood cancer involves long periods of hospitalization that trigger emotions such as fear or sadness. Previous research has studied the positive effects of technology games on improving the hospitalization experience, but most do not focus on caregivers and none allow interaction with the real time observation of a zoo. The present study evaluates the impact of HabitApp and assesses the short-term impact on the psychosocial state of patients and caregivers in order to improve the hospitalization experience. The participants in this study were 39 patients plus 39 caregivers. An observational scale and a set of self-reporting tests were used. A quantitative analysis by ANOVA revealed the significant main effect of play time, suggesting an improvement in patient’s and caregiver’s psychosocial factors from the pre-play period to ten minutes of play time. The evaluation of the psychological state showed a significant interaction effect between the patient’s affection rating factor and the patient’s psychological conditions, sadness, depression, and the caregiver’s somatic complaints, and between the patient’s satisfaction rating factor and the caregiver's psychological conditions, happiness and wellbeing. The qualitative analysis showed positive changes in the physical state, social interaction, hospital routines and emotional state, while the patients and caregivers’ satisfaction with HabitApp was high. These results confirm that it is important to continue studying this type of technology in order to develop better interventions to be included in an integral approach to this pathology considering caregivers into pediatric oncology patients’ play therapy.
机译:儿童癌症涉及长时间的住院治疗,引发恐惧或悲伤等情绪。以前的研究已经研究了技术游戏对改善住院经验的积极影响,但大多数都不会专注于照顾者,没有允许与动物园的实时观察相互作用。本研究评估了Habitapp的影响,并评估了对患者和护理人员的心理社会状态的短期影响,以提高住院经验。本研究的参与者是39名患者加39名护理人员。使用观察标度和一组自我报告测试。 Anova的定量分析显示了游戏时间的显着主要效果,表明患者和护理人员的心理社会因素从预先发挥期到10分钟的游戏时间。对心理状态的评估表明,患者的情感评定因素和患者的心理条件,悲伤,抑郁以及照顾者的体制抱怨,以及患者的满意度因素和护理人员的心理条件,幸福和健康之间的互动效应。定性分析显示了物理状态,社会互动,医院常规和情绪状态的积极变化,而患者和护理人员对Habitapp的满意度很高。这些结果证实,继续研究这种类型的技术是重要的,以便在考虑护理人员进入儿科肿瘤学患者的游戏疗法中,以发展更好的干预措施。

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