为 5-14 岁儿童设计的质子放疗严肃游戏的可接受性及其对感知焦虑的潜在影响:可行性和随机对照试验。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-09-23 DOI:10.2196/54082
Catarina Cederved, Gustaf Ljungman, Jon Back, Charlotte Ångström-Brännström, Gunn Engvall
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引用次数: 0

摘要

背景介绍即将接受放射治疗的儿童会表现出恐惧和焦虑。因此,我们开发了一款基于网络的严肃游戏,作为心理准备,以研究它是否能影响焦虑水平。在早期阶段,曾接受过放射治疗的儿童也参与了开发过程:本研究旨在调查有关质子放疗的严肃游戏在覆盖范围、可用性和可接受性方面的可行性,并试验该游戏不会增加接受放疗的 5 至 14 岁儿童的焦虑水平:方法:设计了一项随机对照试验,并预先确定了可行性标准。共有 28 名儿童接受了资格评估,其中 23 名符合纳入标准。他们被连续随机分配到两个研究组中的一个。随机分组后,一名儿童被排除在外。如果被随机分入第 1 组,则在治疗开始前接受干预。第 2 组的儿童作为对照组。采用固定答案的问卷来评估焦虑水平(改编版《儿童状态-特质焦虑量表》)和游戏体验(改编版《玩家需求满足体验》[PENS])。要求儿童在接受放疗期间的 5 个不同测量场合回答问卷:在第一组中,儿童的年龄从 5 岁到 13 岁(平均 8.4 岁,标准差 2.4 岁)不等。第 2 组的年龄为 5 至 11 岁(平均 7.6 岁,标准差 2.3 岁)。样本中包括 15 名女孩和 7 名男孩。儿童游戏时间应达到或超过 20 分钟这一可行性标准未得到满足。第一组儿童的平均游戏时间为 32.1 分钟(标准差 23.8 分钟),其中 18 名儿童至少玩了 15 分钟。70%(n=16)或更多的参与者应交回所有问卷的标准没有达到;不过,超过 73%(n=16)的参与者交回了 PENS 问卷。儿童状态-特质焦虑量表在第 0 天的回收率为 73%(16 人),第 1 天为 77%(17 人),第 3 天为 82%(18 人),第 6 天为 82%(18 人),第 15 天为 86%(19 人):该研究的所有可行性标准均未达到,这表明如果今后要开展研究,需要进行调整。此外,分析表明,没有迹象表明游戏会增加儿童自我报告的焦虑。针对儿童改编的 PENS 问卷显示,在使用严肃游戏时,玩家的满意度很高。在研究病情严重、年龄较小的儿童时,5 次测量似乎太多了。在今后的研究中,最好同时测量玩家满意度或体验和知识转移。
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Acceptability of a Serious Game About Proton Radiotherapy Designed for Children Aged 5 to 14 Years and Its Potential Impact on Perceived Anxiety: Feasibility and Randomized Controlled Pilot Trial.

Background: Children who are going to undergo radiotherapy have displayed fear and anxiety. Therefore, a web-based serious game was developed as a psychological preparation to investigate if it could affect anxiety levels. In an earlier stage, children with experience of radiotherapy had been part of the developmental process.

Objective: The study aimed to investigate the feasibility in terms of reach, usability, and acceptability of a serious game about proton radiotherapy and to pilot that it did not increase anxiety levels in children aged 5 to 14 years undergoing radiotherapy.

Methods: The design was a randomized controlled pilot trial with predefined feasibility criteria. In total, 28 children were assessed for eligibility, and 23 met the inclusion criteria. They were consecutively randomized into 1 of 2 study arms. One child was excluded after randomization. If randomized into arm 1, the children received the intervention before treatment started. Children in arm 2 were treated as controls. Questionnaires with fixed answers were used to assess anxiety levels (an adapted version of the State-Trait Anxiety Inventory for Children) and experiences of gameplay (an adapted version of Player Experience of Need Satisfaction [PENS]). The children were asked to answer questionnaires at 5 different measurement occasions during their radiotherapy treatment.

Results: In arm 1, age ranged from 5 to 13 (mean 8.4, SD 2.4) years. In arm 2, age ranged from 5 to 11 (mean 7.6, SD 2.3) years. The sample consisted of 15 girls and 7 boys. The feasibility criterion that the children should play the game for 20 minutes or more was not met. Mean playtime for children in arm 1 was 32.1 (SD 23.8) minutes, where 18 children had played for at least 15 minutes. The criterion that 70% (n=16) or more of the participants should return all of the questionnaires was not met; however, more than 73% (n=16) returned the PENS questionnaires. The State-Trait Anxiety Inventory for Children was returned by 73% (n=16) on day 0, 77% (n=17) on day 1, 82% (n=18) on day 3, 82% (n=18) on day 6, and 86% (n=19) on day 15.

Conclusions: All feasibility criteria set for the study were not met, suggesting that adaptions need to be made if a future study is to be undertaken. Further, the analysis revealed that there was no indication that playing increased the children's self-reported anxiety. The PENS questionnaire adapted for children showed promising results regarding player satisfaction when using the serious game. When studying children with severe conditions and young age, 5 measurement occasions seemed to be too many. Measuring both player satisfaction or experience and knowledge transfer would be preferable in future studies.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
期刊最新文献
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