开发和测试针对 8-18 岁癌症儿童症状管理的视频游戏干预:研究方案。

IF 2 4区 医学 Q2 PEDIATRICS
Sehrish Sajjad, Raisa B Gul, Saleem Sayani, Zehra Fadoo, Ahmed N Abbasi, Rubina Barolia
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引用次数: 0

摘要

简介有证据表明,通过数字健康干预(DHIs)可以有效控制 8-18 岁儿童与癌症治疗相关的症状,从而改善他们与健康相关的生活质量(HRQOL)。然而,对于巴基斯坦等中低收入国家的癌症儿童,以数字为媒介的教育性健康干预措施的研究十分有限。本研究旨在开发一种针对癌症儿童的视频游戏干预措施,并测试视频游戏在与健康相关的生活质量(HRQOL)和癌症治疗相关症状方面的临床疗效。此外,还将记录以下可行性结果:可接受性、适宜性、成本、可行性和干预的忠实性:本研究采用探索性顺序混合方法设计。在研究的第一阶段,我们对 28 名参与者(14 个儿童-家长二人组)进行了访谈,并对他们影响儿童 HRQOL 的症状经历进行了评估。此外,我们还了解了他们对开发电子游戏的偏好。根据相关文献和访谈的结果,我们在研究的第二阶段与临床和数字专家合作开发了视频游戏。在研究的第三阶段,我们将在巴基斯坦卡拉奇的一家三甲医院进行随机对照试验。试验将分为两组:干预组和对照组。干预组儿童将接受为期 8 周的视频游戏应用,在此期间将向他们传授症状管理策略。主要结果是儿童的 HRQOL,次要结果是癌症症状频率和痛苦。这些结果将在干预前和干预后 8 周进行评估。可行性结果将通过调查问卷、视频游戏仪表盘、对干预组儿童-家长二人组的访谈以及干预后与护士和医生的焦点小组讨论进行定量和定性评估:本研究已获得阿迦汗大学伦理审查委员会的批准(2022-6833-21251)。只有研究小组能够以安全的形式获取数据。研究结果将通过出版物传播:ClinicalTrials.gov标识符NCT05796895,2023年4月注册。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Development and testing of a videogame intervention for symptom management among 8-18 years old children with cancer: a study protocol.

Introduction: Evidence shows that cancer treatment-related symptoms could be managed effectively in 8-18 years old children through Digital Health Interventions (DHIs), consequently improving their health-related quality of life (HRQOL). However, limited research is available about digitally mediated educative health interventions for children with cancer from lower-middle income countries like Pakistan. This study aims to develop a videogame intervention for children with cancer and test the clinical efficacy of the videogame concerning HRQOL and cancer treatment-related symptoms. Moreover, the following feasibility outcomes will be recorded: acceptability, appropriateness, cost, feasibility and intervention fidelity.

Methods and analysis: An exploratory sequential mixed methods design is used in this study. In the first phase of the study, we interviewed 28 participants (14 child-parent dyads) and assessed their symptom experiences affecting children's HRQOL. Moreover, their preferences for the development of the videogame were also elicited. Based on the findings from relevant literature and the interviews, we developed the videogame in collaboration with clinical and digital experts in the study's second phase. In the third phase of the study, a pilot randomised controlled trial will be conducted at a Tertiary Care Hospital in Karachi, Pakistan. There will be two groups: the intervention group and the control group. The intervention group children will receive the videogame application for 8 weeks, during which symptom management strategies will be taught to them. Children in the attention control group will receive weekly WhatsApp messages on healthy behaviours.The primary outcome will be the HRQOL of children, and the secondary outcome will be cancer symptoms frequency and distress. These outcomes will be assessed preintervention and 8 weeks post intervention. The feasibility outcomes will be assessed quantitatively and qualitatively through a questionnaire, videogame dashboard, interviews with a subset of intervention group child-parent dyads and a focus group discussion with nurses and doctors, post intervention, respectively.

Ethics and dissemination: The study has been approved by the Ethics Review Committee of the Aga Khan University (2022-6833-21251). Data are accessible only to the research team in a secure form. The findings will be disseminated through publications.

Trial registration number: ClinicalTrials.gov Identifier NCT05796895, registered in April 2023.

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来源期刊
BMJ Paediatrics Open
BMJ Paediatrics Open Medicine-Pediatrics, Perinatology and Child Health
CiteScore
4.10
自引率
3.80%
发文量
124
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