Feasibility and Acceptability of a Home-Based Sensory Perception Training Game for Patients with Fibromyalgia: A Pilot Study.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2023-08-01 DOI:10.1089/g4h.2022.0079
Christophe Demoulin, Cerise Labory, Cloé Marcon, Joséphine Rialet Micoulau, Nadia Dardenne, Marc Vanderthommen, Jean-François Kaux
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引用次数: 1

Abstract

Objective: The primary aim of this pilot study was to test the feasibility and acceptability of a prototype of a novel digital system enabling somatosensory training at home by means of a gamified mobile application in patients with chronic pain. The secondary aims were to test the effect size of the intervention on clinical outcomes to power a subsequent randomized controlled trial. Materials and Methods: We conducted a pilot randomized controlled trial in patients with fibromyalgia. This was an 8-week crossover study, which included a 4-week somatosensory training phase (daily use with the novel digital system) and a 4-week control phase (no use of this new system) in a random order. Feasibility was tested by objectively measuring the adherence and retention rates. Acceptability and changes in pain and disability were measured through data from subjective questionnaires. Results: Thirty-five patients completed the study. The satisfaction questionnaire indicated high training enjoyment, ease of use for daily training and interest to continue to use the intervention after the study. The adherence (93%) and retention (94%) rates were high. The effect sizes were moderate for pain intensity (0.57). Conclusion: The novel gamified technology for remotely delivered somatosensory training is feasible in a group of patients with fibromyalgia, and results in high engagement, satisfaction, and adherence. A subsequent clinical trial with the final version of the technology platform, including a longer training with more sensory training tasks and a bigger sample size is necessary.

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纤维肌痛患者家庭感官知觉训练游戏的可行性和可接受性:一项试点研究。
目的:本初步研究的主要目的是测试一种新型数字系统原型的可行性和可接受性,该系统可以通过游戏化移动应用程序在慢性疼痛患者家中进行体感训练。次要目的是测试干预对临床结果的影响大小,为随后的随机对照试验提供动力。材料和方法:我们在纤维肌痛患者中进行了一项随机对照试验。这是一项为期8周的交叉研究,其中包括4周的体感训练阶段(每天使用新型数字系统)和4周的控制阶段(不使用这种新系统),其顺序随机。通过客观测量依从性和保留率来测试可行性。通过主观问卷的数据测量疼痛和残疾的可接受性和变化。结果:35例患者完成了研究。满意度问卷显示训练享受度高,日常训练易于使用,研究结束后对继续使用干预感兴趣。粘附率(93%)和留置率(94%)均较高。疼痛强度的效应量为中等(0.57)。结论:新型的游戏化技术在纤维肌痛患者中进行远程体感训练是可行的,并且具有较高的参与度、满意度和依从性。该技术平台最终版本的后续临床试验是必要的,包括更长时间的训练,更多的感官训练任务和更大的样本量。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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