Reducing concussion symptoms among teenage youth: Evaluation of a mobile health app.

Reducing concussion symptoms among teenage youth: Evaluation of a mobile health app.
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DOI:
10.1080/02699052.2017.1332388
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发表时间:
2017
期刊:
影响因子:
1.9
通讯作者:
Mysiw WJ
Mysiw WJ
中科院分区:
医学4区
文献类型:
--
作者:
Worthen-Chaudhari L;McGonigal J;Logan K;Bockbrader MA;Yeates KO;Mysiw WJ

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评估一款采用社交游戏设计元素的手机健康应用是否可以辅助治疗未解决的脑震荡症状。第一阶段和第二阶段(开放标签,非随机,生态瞬时评估方法)。脑震荡门诊。青少年,13-18岁,在受伤后3周以上出现脑震荡症状;第一阶段:n = 20;第二阶段:n = 19。参与者接受了脑震荡的标准治疗。实验组还使用移动健康应用程序作为游戏化的症状日志。第一阶段:干预的可行性和满意度(7分李克特量表,1高)。第二阶段:SCAT-3脑震荡症状(原发性)、抑郁和乐观的改变。第一阶段:许多参与者(20人中有14人)以高使用率(110 +/ - 18%)和满意度(中位数+/ -四分位数范围(IQR) = 2.0+/ - 0.0)完成了干预。第二阶段:各组在基线症状、干预持续时间、性别分布、受伤后天数和药物处方方面相同。实验组的症状和乐观情绪改善程度高于积极对照组(U = 18.5, p = 0.028,效应量r = 0.50; U = 18.5, p = 0.028,效应量r = 0.51)。结合社交游戏机制和英雄故事的手机应用程序可能会促进未解决脑震荡症状的青少年的健康管理。
To evaluate whether a mobile health application that employs elements of social game design could compliment medical care for unresolved concussion symptoms. Phase I and Phase II (open-label, non-randomized, ecological momentary assessment methodology). Outpatient concussion clinic. Youth, aged 13–18 years, with concussion symptoms 3+ weeks after injury; Phase I: n = 20; Phase II: n = 19. Participants received standard of care for concussion. The experimental group also used a mobile health application as a gamified symptoms journal. Phase I: feasibility and satisfaction with intervention (7-point Likert scale, 1 high). Phase II: change in SCAT-3 concussion symptoms (primary), depression and optimism. Phase 1: A plurality of participants completed the intervention (14 of 20) with high use (110 +/− 18% play) and satisfaction (median +/− interquartile range (IQR) = 2.0+/− 0.0). Phase II: Groups were equivalent on baseline symptoms, intervention duration, gender distribution, days since injury and medication prescription. Symptoms and optimism improved more for the experimental than for the active control cohort (U = 18.5, p = 0.028, effect size r = 0.50 and U = 18.5, p = 0.028, effect size r = 0.51, respectively). Mobile apps incorporating social game mechanics and a heroic narrative may promote health management among teenagers with unresolved concussion symptoms.
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