Desiree R Azizoddin, Sara M DeForge, Robert R Edwards, Ashton R Baltazar, Kristin L Schreiber, Matthew Allsop, Justice Banson, Gabe Oseuguera, Michael Businelle, James A Tulsky, Andrea C Enzinger
{"title":"Serious Games for Serious Pain: Development and Initial Testing of a Cognitive Behavioral Therapy Game for Patients With Advanced Cancer Pain.","authors":"Desiree R Azizoddin, Sara M DeForge, Robert R Edwards, Ashton R Baltazar, Kristin L Schreiber, Matthew Allsop, Justice Banson, Gabe Oseuguera, Michael Businelle, James A Tulsky, Andrea C Enzinger","doi":"10.1200/CCI.24.00111","DOIUrl":null,"url":null,"abstract":"<p><strong>Purpose: </strong>Cancer-related pain is prevalent among people with advanced cancer. To improve accessibility and engagement with pain-cognitive behavioral therapy (pain-CBT), we developed and tested a serious game hosted within a mobile health intervention that delivers pain-CBT and pharmacologic support. The game focuses on teaching and practicing cognitive restructuring (CR), a central pain-CBT intervention component.</p><p><strong>Methods: </strong>The pain-CBT game was developed through partnerships with commercial and academic game developers, graphic designers, clinical experts, and patients. Patients with metastatic cancer and pain participated in iterative, semistructured interviews. They described their experience playing each level and reflected on relevance, clarity, usability, and potential changes. Content codes captured patients' suggestions and informed game refinements.</p><p><strong>Results: </strong>The final game includes five levels that prompt players to distinguish between adaptive and maladaptive thoughts that are pain- and cancer-specific. The levels vary in objective (eg, hiking and sledding), interaction type (eg, dragging and tapping), and mode of feedback (eg, audio and animation). Fourteen participants reviewed the game. Patients appreciated the pain- and cancer-specific thought examples, with a few noting that the thoughts made them feel less alone. Many stated that the game was fun, relatable, and an engaging distraction. Others noted that the game provided helpful CR practice and prompted reflection. For example, one 40-year-old woman said the game \"brings [a thought] to the forefront so you can acknowledge it, and then maybe you could let it go or… do something about it.\"</p><p><strong>Conclusion: </strong>Patients coping with cancer pain found the CR game helpful, enjoyable, and satisfactory. Serious games have the potential to increase engagement while facilitating learning and rehearsal of psychological skills for pain. Future testing will evaluate the efficacy of this serious game.</p>","PeriodicalId":51626,"journal":{"name":"JCO Clinical Cancer Informatics","volume":"8 ","pages":"e2400111"},"PeriodicalIF":3.3000,"publicationDate":"2024-11-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"JCO Clinical Cancer Informatics","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1200/CCI.24.00111","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"2024/11/15 0:00:00","PubModel":"Epub","JCR":"Q2","JCRName":"ONCOLOGY","Score":null,"Total":0}
引用次数: 0
Abstract
Purpose: Cancer-related pain is prevalent among people with advanced cancer. To improve accessibility and engagement with pain-cognitive behavioral therapy (pain-CBT), we developed and tested a serious game hosted within a mobile health intervention that delivers pain-CBT and pharmacologic support. The game focuses on teaching and practicing cognitive restructuring (CR), a central pain-CBT intervention component.
Methods: The pain-CBT game was developed through partnerships with commercial and academic game developers, graphic designers, clinical experts, and patients. Patients with metastatic cancer and pain participated in iterative, semistructured interviews. They described their experience playing each level and reflected on relevance, clarity, usability, and potential changes. Content codes captured patients' suggestions and informed game refinements.
Results: The final game includes five levels that prompt players to distinguish between adaptive and maladaptive thoughts that are pain- and cancer-specific. The levels vary in objective (eg, hiking and sledding), interaction type (eg, dragging and tapping), and mode of feedback (eg, audio and animation). Fourteen participants reviewed the game. Patients appreciated the pain- and cancer-specific thought examples, with a few noting that the thoughts made them feel less alone. Many stated that the game was fun, relatable, and an engaging distraction. Others noted that the game provided helpful CR practice and prompted reflection. For example, one 40-year-old woman said the game "brings [a thought] to the forefront so you can acknowledge it, and then maybe you could let it go or… do something about it."
Conclusion: Patients coping with cancer pain found the CR game helpful, enjoyable, and satisfactory. Serious games have the potential to increase engagement while facilitating learning and rehearsal of psychological skills for pain. Future testing will evaluate the efficacy of this serious game.
针对严重疼痛的严肃游戏:针对晚期癌症疼痛患者的认知行为疗法游戏的开发和初步测试》(Serious Games for Serious Pain: Development and Initial Testing of a Cognitive Behavioral Therapy Game for Patients With Advanced Cancer Pain.