调查在儿科复杂组织中实施数字游戏干预的挑战:非随机对照可行性试验。

Q2 Medicine
Laerke Winther, Michelle Stahlhut, Derek John Curtis, Christian Have Dall, Thomas Leth Frandsen, Jette Led Sorensen
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引用次数: 0

摘要

背景:患者和医疗保健提供者可以在医院环境中使用有趣的数字游戏来增加动力,并在痛苦的过程中分散患者的注意力。未来儿科住院的数字干预措施必须不仅仅是分散注意力;他们还必须鼓励社交和促进体育活动,例如,通过探索新的互动方法来提高积极性。目的:本初步研究调查了一项非随机对照试验(non-RCT)的可行性,该试验评估了一种新的数字游戏干预措施“怪物园丁”(Monster Gardener),旨在激励和增加医院儿童和青少年的体育活动。方法:本可行性研究采用非随机对照试验,于2023年10月至12月进行。我们从丹麦哥本哈根大学医院的4个儿科招募了7-17岁的住院儿童和卫生保健专业人员。这些孩子被分为干预组和对照组。数据收集包括用加速度计测量的身体活动数据、应用程序使用数据以及由参与者和医疗保健专业人员完成的可用性问卷。对照组接受常规护理和加速度计测量,而干预组接受加速度计测量,并被邀请玩《怪物园丁》。我们运用Bowen等人提出的8个重点领域来描述和评估应用的可行性。结果:共有来自3个儿科的22名儿童和青少年同意参与。基于Bowen等人的框架,我们的主要发现是:(1)可接受性:由于住院时间少于预期的24小时,延长了招聘时间;(2)需求:app软件编码错误导致数据无法注册,造成数据丢失的潜在重大风险;(3)实用性:“怪物园丁”与某些手机不兼容,用于连接加速度计的胶布带来的不适导致三分之一的参与者提前移除;(4)实施:技术问题和感知复杂性阻碍了应用程序的成功部署;(5)适应性:app具有跨部门的适应性;(6)整合:在收集数据之前,需要加强与医疗保健专业人员的信息交流,参与者因咨询、血液检查、检查以及手术过程中的疼痛和恶心而疲惫不堪,无法使用该应用程序;(7)扩展:应用程序的促进需要额外的资源,在人员有限的情况下构成挑战;(8)有限功效测试:参与者每天22小时不活动,数据丢失有限功效测试。结论:数字游戏干预表明,《怪物园丁》能够潜在地激励儿童在儿科住院期间进行身体活动;然而,当使用Bowen等人的框架时,当前版本被认为不适合在随机对照试验中实施。必须解决各种组织、技术和实际问题,以便在有效性测试之前改进干预措施。未来的研究应该使用更简单的数字游戏干预措施,并邀请最终用户积极参与开发干预措施。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigating Challenges in Implementing a Digital Play Intervention in a Complex Organization Across Pediatric Departments: Non-Randomized Controlled Feasibility Trial.

Background: Patients and health care providers can use playful digital games in a hospital setting to increase motivation and distract patients during painful procedures. Future digital interventions for pediatric hospitalization must do more than distract; they must also encourage socialization and promote physical activity, for example, by exploring novel interactive approaches to boost motivation.

Objective: The pilot study investigated the feasibility of a non-randomized controlled trial (non-RCT) assessing a new digital play intervention, Monster Gardener, that aims to motivate and increase physical activity for children and adolescents in a hospital.

Methods: This feasibility study was a non-RCT conducted from October to December 2023. We recruited hospitalized children, 7-17 years of age, and health care professionals from 4 pediatric departments at Copenhagen University Hospital - Rigshospitalet, Denmark. The children were allocated to intervention and control groups. Data collection included physical activity data measured with accelerometers, data on app use, and usability questionnaires completed by participants and health care professionals. The control group received usual care and accelerometer measurements, while the intervention group received accelerometer measurements and was invited to play Monster Gardener. We applied the 8 focus areas by Bowen et al to describe and evaluate the app's feasibility.

Results: A total of 22 children and adolescents from 3 pediatric departments agreed to participate. Our main findings, based on the framework by Bowen et al, were (1) acceptability: prolonged recruitment due to fewer hospital stays more than 24 hours than expected; (2) demand: software coding error in the app prevented data registration, causing a potentially major risk of data loss; (3) practicality: Monster Gardener was incompatible with certain mobile phones, and discomfort from the adhesive plasters used to attach the accelerometer led to early removal by one-third of participants; (4) implementation: technical problems and perceived complexity hindered successful app deployment; (5) adaptation: the app demonstrated adaptability across different departments; (6) integration: enhanced information sessions with the health care professionals were needed prior to data collection, and participants were too exhausted and overwhelmed by consultations, blood tests, examinations, and pain and nausea from surgical procedures to use the app; (7) expansion: app facilitation requires additional resources, posing a challenge given limited availability of staff; and (8) limited-efficacy testing: participants were inactive 22 hours a day and data loss limited efficacy testing.

Conclusions: The digital play intervention showed that Monster Gardener could potentially motivate children to be physically active during pediatric hospitalization; however, when using the framework by Bowen et al, the current version was deemed infeasible for implementation in an RCT. Various organizational, technological, and practical issues must be addressed to improve the intervention prior to effectiveness testing. Future studies should use simpler digital play interventions and invite end users' active involvement in developing the intervention.

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来源期刊
CiteScore
4.20
自引率
0.00%
发文量
31
审稿时长
12 weeks
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