一项试验性游戏化心力衰竭自我护理教育干预的前后混合方法研究。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2023-10-01 Epub Date: 2023-08-14 DOI:10.1089/g4h.2022.0132
Alexandra Lukey, Martha Mackay, Khalad Hasan, Kathy L Rush
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引用次数: 0

摘要

目的:自我护理对改善心力衰竭患者的预后至关重要。然而,自我护理决策所需的知识和行为,如症状感知和管理,是复杂的,需要患者教育。本研究的目的是测试基于网络的游戏化心力衰竭患者教育解决方案——心脏自我护理患者教育(HeartSCaPE)的可行性、可接受性和潜在有效性,该解决方案使用叙事和虚拟奖励游戏化技术。材料和方法:这项混合方法研究采用了测试前-测试后设计,并嵌入了解释性定性阶段。患者完成了测量自我护理行为变化的心力衰竭自我护理指数和用于测量心力衰竭知识的荷兰心力衰竭知识量表。使用Google Analytics和系统可用性量表跟踪HeartSCaPE的可用性测量。结果:19名患者完成了这项研究,其中6名患者参加了半结构化访谈。我们发现,尽管基线知识得分很高,HF知识却有所增加。通过心力衰竭自我护理指数衡量,干预后自我报告的HF自我护理行为(维持、管理和信心)也得到了改善。知识和自理能力得分没有相关性。参与者还将HeartSCaPE评分为高度可用。在访谈中,参与者描述了对实践自我护理决策的机会的重视。关于虚拟奖励的使用,各方意见不一。结论:我们发现,使用叙事和基于奖励的游戏化技术的基于网络的游戏化解决方案有可能提高HF患者的知识和自我护理。需要进一步的研究来确认这项研究的临床益处,并解决技术素养不平等的问题。
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A Pre-Post, Mixed-Methods Study to Pilot Test a Gamified Heart Failure Self-Care Education Intervention.

Objective: Self-care is essential to improving heart failure patient outcomes. However, the knowledge and behaviours necessary for self-care decision making, such as symptom perception and management, are complex and require patient education. The objective of this study was to test the feasibility, acceptability, and potential effectiveness of a web-based, gamified heart failure patient education solution, Heart Self-Care Patient Education (HeartSCaPE), that used narrative and virtual reward gamification techniques. Materials and Methods: This mixed-methods study used a pre-post-test design with an embedded explanatory qualitative phase. Patients completed the Self-Care of Heart Failure Index, that measured self-care behaviour change and the Dutch Heart Failure Knowledge Scale, used to measure heart failure knowledge. Usability measures of HeartSCaPE were tracked using Google Analytics and the System Usability Scale. Results: Nineteen patients completed the study, with a subset of six participating in semi-structured interviews. We found increases in HF knowledge despite high baseline knowledge scores. Post-intervention self-reported HF self-care behaviours (maintenance, management and confidence), as measured by the Self-Care of Heart Failure Index, were also improved. Knowledge and self-care scores were not correlated. Participants also scored HeartSCaPE as highly usable. In interviews, participants described valuing the opportunity to practice self-care decision-making. There were mixed opinions regarding the use of virtual rewards. Conclusion: We found that a gamified web-based solution that uses narrative and reward-based gamification techniques has the potential to improve HF patient knowledge and self-care. Further research is needed to confirm the study's clinical benefits and address technology literacy inequities.

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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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