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Hospital hero: a game for reducing stress and anxiety of children while waiting in emergency room

机译:医院英雄:减少在急诊室等待儿童的压力和焦虑的游戏

摘要

This report tells a story which started as an idea that came to us to fight the battle-cry feeling commonly known as stress and anxiety. Before creating the solution of the idea, we first need to understand the feelings underneath and its effects on our well-being.Throughout the course of our lives, we experience states of weakness and fear. These feelings can arise, for instance, while we are in an emergency room.Needless to say, how much it would have imaginable effects on children, who areunfamiliar to such environments. We ran through a serious of scenarios to findthe most suitable solution, among them the study of interaction with positiveexpressions by Dr. Baldwin, proved to be a valued resource. It was reduced due toits length and to be suitable to our public audience.The game was then created in order to reduce or even eliminate the stress and anxiety of children. Since the game was initially released, some modifications had been made but the original idea - interaction with positive expressions – remained.When the time came, we asked children to play one of the two versions of the game while waiting in the emergency room. This not only created a diversion for them but also a learning experience as it displayed some hospital equipment.The difference between the two versions is that one provides expressions, while the other does not. After all our hard work, we felt rewarded because the project proved itsworth and we would see that in the expressions on children’s faces while theyplayed. Most importantly, their anxiety level numbers were significantly reducedduring that short period of time.
机译:这份报告讲述了一个故事,这个故事最初是一个想法,我们想到了这种方法来应对战斗压力,这通常被称为压力和焦虑。在提出想法的解决方案之前,我们首先需要了解其内在的感受及其对我们幸福感的影响。在我们的生活过程中,我们会经历软弱和恐惧的状态。例如,当我们在急诊室时,会产生这些感觉,不用说,这会对不熟悉这种环境的儿童产生可想像的影响。我们经过了一系列的场景来寻找最合适的解决方案,其中鲍德温博士对与阳性表达的相互作用的研究被证明是有价值的资源。由于它的长短和适合我们的公众观众而减少了它。然后创建了该游戏以减轻甚至消除儿童的压力和焦虑。自游戏最初发布以来,已经进行了一些修改,但保留了最初的想法-与正面表情互动。当时间到了时,我们要求孩子们在急诊室等候时玩两种版本的游戏之一。这不仅给他们带来了转移,还给他们带来了学习体验,因为它展示了一些医院设备。两个版本之间的区别在于,一个版本提供了表达方式,而另一个版本则没有提供表达方式。经过所有的辛勤工作,我们感到很高兴,因为该项目证明了其价值,并且我们会在儿童玩耍时脸上的表情中看到这一点。最重要的是,在短时间内他们的焦虑水平明显降低。

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