Development and usability evaluation of the mHealth Tool for Lung Cancer (mHealth TLC): a virtual world health game for lung cancer patients.

Development and usability evaluation of the mHealth Tool for Lung Cancer (mHealth TLC): a virtual world health game for lung cancer patients.
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DOI:
10.1016/j.pec.2014.12.006
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发表时间:
2015-04
影响因子:
3.5
通讯作者:
Cataldo JK
Cataldo JK
中科院分区:
医学2区
文献类型:
--
作者:
Brown-Johnson CG;Berrean B;Cataldo JK

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测试mHealth TLC的可行性和可用性,这是一款交互式沉浸式三维iPad健康游戏,可指导肺癌患者在第一人称虚拟诊所就诊期间采取自信的沟通策略。我们观察了球员,并进行了半结构化的采访。研究问题集中在场景可信度,技术问题的影响,游戏目标的透明度,以及mHealth TLC减少肺癌污名(LCS)和改善患者与临床医生沟通的潜力。8名用户确认mHealth TLC:(1)可信,(2)临床适当,(3)有助于支持知情的医疗保健消费者。人们对情绪化的内容表示担忧,并计划在诊所环境中使用mHealth TLC,而不是在家里。虽然对话和互动解决了情绪化的问题,但玩家能够在虚拟世界中参与,学习和受益于角色扮演。健康游戏有可能改善患者与临床医生的沟通,而mHealth TLC可能会降低LCS,并促进最佳的自我管理。过程反思揭示了健康游戏需要由经验丰富的游戏开发人员与医疗保健专家合作创建。为了准备这一最佳实践,对健康游戏感兴趣的研究机构和游戏开发商应该积极寻求网络和合作机会。
To test the feasibility and usability of mHealth TLC, an interactive, immersive 3-dimensional iPad health game that coaches lung cancer patients toward assertive communication strategies during first-person virtual clinics visits. We observed players and conducted semi-structured interviews. Research questions focused on scenario believability, the impact of technical issues, transparency of game goals, and potential of mHealth TLC to decrease lung cancer stigma (LCS) and improve patient–clinician communication. Eight users confirmed mHealth TLC to be: (1) believable, (2) clinic-appropriate, and (3) helpful in support of informed healthcare consumers. Concerns were expressed about emotionally charged content and plans to use mHealth TLC in clinic settings as opposed to at home. Although the dialog and interactions addressed emotionally charged issues, players were able to engage, learn, and benefit from role-play in a virtual world. Health games have the potential to improve patient–clinician communication, and mHealth TLC specifically may decrease LCS, and promote optimal self-management. Process reflection revealed the need for health games to be created by experienced game developers in collaboration with health care experts. To prepare for this best practice, research institutions and game developers interested in health games should proactively seek out networking and collaboration opportunities.
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发表时间: 2013-02-01
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