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Results from a pilot study of a computer-based role-playing game for young people with psychosis

机译:用于精神病的年轻人的计算机角色播放游戏的试验研究结果

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摘要

Aim Recent research on first episode psychosis (FEP) has demonstrated the effectiveness of coordinated specialty care (CSC) models to support young adults and their families, yet few tools exist to promote engagement in care. This study aimed to develop a prototype computer-based role-playing game (RPG) designed for young people who have experienced FEP, and conduct a pilot study to determine feasibility and test whether the game improves consumers' attitudes toward treatment and recovery. Methods Twenty young people with FEP who were receiving services at a CSC program enrolled in the study and played the game for 1 hour. Pre- and post-quantitative assessments measured change in hope, recovery, stigma, empowerment and engagement in treatment. Qualitative interviews explored participants' experience with the game and ideas for further product development. Results Participants showed significant increase in positive attitudes toward recovery. The qualitative findings further demonstrated the game's positive impact across these domains. Of all game features, participants most highly valued video testimonials of other young adults with FEP telling their stories of hope and recovery. Conclusions These findings provide modest support for the potential benefits of this type of computer-based RPG, if further developed for individuals experiencing psychosis.
机译:最近关于第一集精神病(FEP)的研究已经证明了协调专业护理(CSC)模型的有效性,以支持年轻的成年人及其家属,但很少有工具可以促进照顾参与。本研究旨在开发专为青年人员设计的基于计算机的角色播放游戏(RPG),并进行飞行员研究,以确定游戏是否改善消费者对治疗和恢复的态度。方法有二十名青少年有二十名年轻人在学习的CSC计划中接受服务,并在研究中播放了1小时。预算后和后期评估测量了希望,恢复,耻辱,赋予权力和治疗参与的变化。定性访谈探讨了参与者与游戏和思想的经验,以获得进一步的产品开发。结果参与者表现出对恢复的积极态度的显着增加。定性结果进一步展示了游戏对这些领域的积极影响。在所有游戏特征中,参与者最受高度重视的视频推荐,其他年轻人与FEP讲述他们的希望和康复故事。结论如果进一步为体验精神病的个人开发,这些调查结果为这种基于计算机的RPG的潜在益处提供了适度的支持。

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