A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial

A video game improves behavioral outcomes in adolescents and young adults with cancer: A randomized trial
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DOI:
10.1542/peds.2007-3134
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发表时间:
2008-08-01
期刊:
影响因子:
8
通讯作者:
Pollock, Brad H.
Pollock, Brad H.
中科院分区:
医学2区
文献类型:
--
作者:
Kato, Pamela M.;Cole, Steve W.;Pollock, Brad H.

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目标。对自我用药的次优依从性是一个常见的问题。本研究的目的是确定视频游戏干预对改善患有恶性肿瘤(包括急性白血病、淋巴瘤和软组织肉瘤)的青少年和年轻人的依从性和其他行为结果的有效性。2004年至2005年,在美国、加拿大和澳大利亚的34个医疗中心进行了一项随机试验,包括基线和1个月和3个月的评估。共有375名13至29岁的男性和女性患者,初次或复发诊断为恶性肿瘤,目前正在接受治疗并预计从基线评估开始至少继续治疗4个月,被随机分配到干预组或对照组。干预是一个电子游戏,解决了青少年和年轻人的癌症治疗和护理问题。结果测量包括依从性、自我效能、知识、控制、压力和生活质量。对于处方预防性抗生素的患者,通过电子药丸监测装置追踪甲氧苄啶-磺胺甲恶唑的依从性(n = 200)。通过血清代谢物测定来评估6-巯基嘌呤的依从性(n = 54)。干预组对甲氧苄啶-磺胺甲恶唑和6-巯基嘌呤的依从性更高。与对照组相比,干预组的自我效能感和知识水平也有所提高。干预不影响依从性、压力、控制或生活质量的自我报告测量。在接受癌症治疗的青少年和年轻人中,视频游戏干预显著提高了治疗依从性和癌症相关的自我效能和知识指标。研究结果支持了目前开发有效的视频游戏干预医疗保健教育和培训的努力。
OBJECTIVE. Suboptimal adherence to self-administered medications is a common problem. The purpose of this study was to determine the effectiveness of a video- game intervention for improving adherence and other behavioral outcomes for adolescents and young adults with malignancies including acute leukemia, lymphoma, and soft-tissue sarcoma.METHODS. A randomized trial with baseline and 1- and 3-month assessments was conducted from 2004 to 2005 at 34 medical centers in the United States, Canada, and Australia. A total of 375 male and female patients who were 13 to 29 years old, had an initial or relapse diagnosis of a malignancy, and currently undergoing treatment and expected to continue treatment for at least 4 months from baseline assessment were randomly assigned to the intervention or control group. The intervention was a video game that addressed issues of cancer treatment and care for teenagers and young adults. Outcome measures included adherence, self-efficacy, knowledge, control, stress, and quality of life. For patients who were prescribed prophylactic antibiotics, adherence to trimethoprim-sulfamethoxazole was tracked by electronic pill-monitoring devices (n = 200). Adherence to 6-mercaptopurine was assessed through serum metabolite assays (n = 54).RESULTS. Adherence to trimethoprim-sulfamethoxazole and 6-mercaptopurine was greater in the intervention group. Self-efficacy and knowledge also increased in the intervention group compared with the control group. The intervention did not affect self-report measures of adherence, stress, control, or quality of life.CONCLUSIONS. The video- game intervention significantly improved treatment adherence and indicators of cancer-related self-efficacy and knowledge in adolescents and young adults who were undergoing cancer therapy. The findings support current efforts to develop effective video- game interventions for education and training in health care.