青少年和家长对急诊使用MedSMARxT家庭干预进行阿片类药物安全教育的看法:混合方法研究

IF 4.1 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2025-06-27 DOI:10.2196/68814
Olufunmilola Abraham, Sara Nadi, Irene Hurst
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引用次数: 0

摘要

背景:阿片类药物危机对青少年及其家庭产生了重大影响。这部分归因于儿科急诊科(ed)因急性疼痛状况和损伤而增加的阿片类药物处方。虽然急诊科经常开阿片类药物,但没有实施有效的预防干预措施来教育青少年及其家人安全使用阿片类药物。本研究评估了MedSMA的家庭干预措施,包括一个引人入胜的严肃游戏,药房冒险和个性化的家庭用药安全计划(FMSP),旨在减少阿片类药物滥用和促进阿片类药物用药安全。制定MedSMA例T家庭干预措施是为了教育开具阿片类药物处方的青少年和成人安全操作,如阿片类药物的储存和处置。目的:本研究旨在探讨和描述青少年和家长在急诊科实施MedSMA例T家庭干预以改善青少年阿片类药物教育和安全方面的经验和观点。方法:从某三级专科医院儿科急诊科招募93名参与者(16名儿童和77名家长)在急诊科玩MedSMA例T游戏。对16名参与者(8名儿童和8名家长)进行随访访谈,收集定性反馈。参与者参与了MedSMA例T游戏——药物冒险——和FMSP。通过游戏玩法观察和75分钟的半结构化访谈收集数据。定量游戏数据使用描述性分析进行分析,定性数据使用专题分析与NVivo(版本14;Lumivero)。结果:家长平均花22.16分钟(SD 4.97)玩游戏,而孩子平均花21.99分钟(SD 8.06)玩游戏。家庭欣赏游戏的设计,注意到易用性的挑战,并建议加强更清晰的游戏说明。与会者报告了阿片类药物安全知识的增加,强调了与卫生保健提供者沟通的重要性,并希望有一个移动应用程序来协助药物管理。FMSP被认为对提高安全实践意识有价值,并与从游戏中获得的知识很好地联系在一起。结论:MedSMA例T家庭干预作为一种有益的教育工具,对青少年及其家人进行阿片类药物安全使用的教育,受到了广泛的欢迎。此外,报告强调,显然需要更容易获得的数字工具来增加阿片类药物教育。这一反馈表明对改善教育资源以确保家庭内阿片类药物安全管理的强烈兴趣。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Adolescents' and Parents' Perspectives on Using the MedSMARxT Families Intervention in Emergency Departments for Opioid Medication Safety Education: Mixed Methods Study.

Background: The opioid crisis has significantly impacted adolescents and their families. This is attributed in part to increased opioid prescriptions in pediatric emergency departments (EDs) due to acute pain conditions and injuries. Although EDs frequently prescribe opioids, no effective preventative interventions have been implemented to educate adolescents and their families on safe opioid use. This study evaluates the MedSMA℞T Families intervention, which consists of an engaging serious game, Adventures in PharmaCity, and a personalized Family Medication Safety Plan (FMSP) with the aim of reducing opioid misuse and promoting opioid medication safety. The MedSMA℞T Families intervention was developed to educate adolescents and adults prescribed opioids on safe practices such as opioid storage and disposal.

Objective: This study aimed to explore and characterize adolescents' and parents' experiences and perspectives on implementing the MedSMA℞T Families intervention in the ED to improve opioid education and safety among adolescents.

Methods: A total of 93 participants, including 16 children and 77 parents, were recruited from the pediatric ED at a tertiary academic hospital to play the MedSMA℞T game in the ED. A total of 16 participants, including 8 children and 8 parents, were followed up with interviews to gather qualitative feedback. Participants engaged with the MedSMA℞T game-Adventures in PharmaCity-and the FMSP. Data were collected through gameplay observation and 75-minute semistructured interviews via Zoom. Quantitative in-game data were analyzed using descriptive analysis and qualitative data were analyzed using thematic analysis with NVivo (version 14; Lumivero).

Results: Parents spent an average of 22.16 (SD 4.97) minutes playing the game, while children spent an average of 21.99 (SD 8.06) minutes. Families appreciated the game's design and noted usability challenges and suggested enhancements for clearer gameplay instructions. Participants reported increased knowledge of opioid safety, highlighted the importance of communication with health care providers, and a desire for a mobile app to assist with medication management. The FMSP was perceived as valuable for promoting awareness of safe practices and connected well to the knowledge gained from the game.

Conclusions: The MedSMA℞T Families intervention was well received as a beneficial educational tool to educate adolescents and their families on safe opioid use. Additionally, it highlights a clear need for more accessible digital tools to increase opioid education. This feedback indicates a strong interest in improving educational resources to ensure safe opioid management within families.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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