InSpire to Promote Lung Assessment in Youth: Evolving the Self-Management Paradigms of Young People With Asthma.

Medicine 2.0 Pub Date : 2013-05-21 eCollection Date: 2013-01-01 DOI:10.2196/med20.2014
Pierre Elias, Nithin O Rajan, Kara McArthur, Clifford C Dacso
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引用次数: 27

Abstract

Background: Asthma is the most common chronic disease in childhood, disproportionately affecting urban, minority, and disadvantaged children. Individualized care plans supported by daily lung-function monitoring can reduce morbidity and mortality. However, despite 20 years of interventions to increase adherence, only 50% of US youth accurately follow their care plans, which leads to millions of preventable hospitalizations, emergency room visits, and sick days every year. We present a feasibility study of a novel, user-centered approach to increasing young people's lung-function monitoring and asthma self-care. Promoting Lung Assessment in Youth (PLAY) helps young people become active managers of their asthma through the Web 2.0 principles of participation, cocreation, and information sharing. Specifically, PLAY combines an inexpensive, portable spirometer with the motivational power and convenience of mobile phones and virtual-community gaming.

Objective: The objective of this study was to develop and pilot test InSpire, a fully functional interface between a handheld spirometer and an interactive game and individualized asthma-care instant-messaging system housed on a mobile phone.

Methods: InSpire is an application for mobile smartphones that creates a compelling world in which youth collaborate with their physicians on managing their asthma. Drawing from design-theory on global timer mechanics and role playing, we incentivized completing spirometry maneuvers by making them an engaging part of a game young people would want to play. The data can be sent wirelessly to health specialists and return care recommendations to patients in real-time. By making it portable and similar to applications normally desired by the target demographic, InSpire is able to seamlessly incorporate asthma management into their lifestyle.

Results: We describe the development process of building and testing the InSpire prototype. To our knowledge, the prototype is a first-of-its kind mobile one-stop shop for asthma management. Feasibility testing in children aged 7 to 14 with asthma assessed likability of the graphical user interface as well as young people's interest in our incentivizing system. Nearly 100% of children surveyed said they would play games like those in PLAY if they involved breathing into a spirometer. Two-thirds said they would prefer PLAY over the spirometer alone, whereas 1/3 would prefer having both. No children said they would prefer the spirometer over PLAY.

Conclusions: Previous efforts at home-monitoring of asthma in children have experienced rapid decline in adherence. An inexpensive monitoring technology combined with the computation, interactive communication, and display ability of a mobile phone is a promising approach to sustainable adherence to lung-function monitoring and care plans. An exciting game that redefines the way youth conduct health management by inviting them to collaborate in their health better can be an incentive and a catalyst for more far-reaching goals.

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激励促进青少年肺部评估:发展青少年哮喘患者自我管理模式。
背景:哮喘是儿童时期最常见的慢性疾病,对城市儿童、少数民族儿童和弱势儿童的影响尤为严重。个性化护理计划支持每日肺功能监测可以降低发病率和死亡率。然而,尽管20年来的干预措施提高了依从性,但只有50%的美国年轻人准确地遵循了他们的护理计划,这导致每年数百万本可预防的住院、急诊室就诊和病假。我们提出了一项新的可行性研究,以用户为中心的方法来增加年轻人的肺功能监测和哮喘自我保健。促进青少年肺部评估(PLAY)通过参与、共同创造和信息共享的Web 2.0原则,帮助年轻人成为哮喘的积极管理者。具体来说,PLAY将廉价的便携式肺活量计与移动电话和虚拟社区游戏的动力和便利相结合。目的:本研究的目的是开发和试点测试InSpire,这是一个功能齐全的手持式肺活量计与互动游戏和个性化哮喘护理即时通讯系统之间的接口,安装在移动电话上。方法:InSpire是一个移动智能手机应用程序,它创造了一个令人信服的世界,在这个世界中,青少年与他们的医生合作管理他们的哮喘。根据关于全局计时器机制和角色扮演的设计理论,我们将肺活量测定操作变成年轻人想要玩的游戏的一部分,从而激励他们完成肺活量测定操作。这些数据可以无线发送给健康专家,并实时向患者返回护理建议。通过使其便携和类似于目标人群通常期望的应用程序,InSpire能够无缝地将哮喘管理融入他们的生活方式中。结果:我们描述了建立和测试InSpire原型的开发过程。据我们所知,这款原型机是首个用于哮喘管理的一站式移动设备。在7 - 14岁的哮喘儿童中进行可行性测试,评估了图形用户界面的可爱性以及年轻人对我们的激励系统的兴趣。近100%的受访儿童表示,如果他们对着肺活量计呼吸,他们会玩类似play的游戏。三分之二的人说他们更喜欢PLAY而不是单独使用呼吸量计,而三分之一的人更喜欢两者兼而有之。没有孩子说他们更喜欢呼吸量计而不是PLAY。结论:以前在儿童哮喘家庭监测方面的努力经历了依从性的迅速下降。一种廉价的监测技术结合了移动电话的计算、交互通信和显示能力,是一种有希望持续坚持肺功能监测和护理计划的方法。一个令人兴奋的游戏,重新定义了年轻人进行健康管理的方式,邀请他们更好地在健康方面进行合作,可以激励和促进更深远的目标。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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