Mei Yin Lee, Huei Shyong Wang, Chung Yueh Lien, Zhi Hong Chen
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From September 2022 to July 2024, participants were recruited from a medical center in northern Taiwan. Seventy-nine adolescents with TS aged 12 to 18 years were randomly assigned to either a control group (n=39) or an intervention group (n=40). Both groups received care as usual (daily pyridoxine [50 mg] and psychoeducation), while the intervention group additionally participated in a weekly 60-minute board game session over a 4-week period. Outcome measures included the Yale Global Tic Severity Scale, Positive Mental Health Scale, Social Adjustment Scale for Adolescents with TS, and Beck Youth Inventory II - Depression scale.</p><p><strong>Results: </strong>Generalized estimation equation results showed that, compared to the control group, the intervention group demonstrated significant improvements in positive mental health at the postintervention (β=5.19, 95% CI 0.36 to 10.02, P=.04) and follow-up (β=7.14, 95% CI 2.15 to 12.14, P=.005), with time-dependent effects. The intervention group also showed significant improvements in social adjustment (β=4.24, 95% CI 1.79 to 6.69, P<.001) and depression (β=-3.06, 95% CI -6.04 to -0.11, P=.04) at follow-up. No significant differences were observed between the 2 groups in tic severity.</p><p><strong>Conclusions: </strong>The serious board game developed in this study significantly enhanced psychosocial functioning in adolescents with TS. As an alternative to verbal and written health communication, the board game serves as an innovative psychoeducational instrument for health care professionals to help adolescents with TS in tic management and mental health promotion. Future studies can develop and validate the feasibility of a digital version of the board game.</p><p><strong>Trial registration: </strong>ClinicalTrials.gov NCT05566236; https://clinicaltrials.gov/study/NCT05566236.</p>","PeriodicalId":14795,"journal":{"name":"JMIR Serious Games","volume":"13 ","pages":"e76208"},"PeriodicalIF":4.1000,"publicationDate":"2025-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.ncbi.nlm.nih.gov/pmc/articles/PMC12457861/pdf/","citationCount":"0","resultStr":"{\"title\":\"Effects of a Board Game on Tic Management and Psychosocial Functioning in Adolescents With Tourette Syndrome: Randomized Controlled Trial.\",\"authors\":\"Mei Yin Lee, Huei Shyong Wang, Chung Yueh Lien, Zhi Hong Chen\",\"doi\":\"10.2196/76208\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"<p><strong>Background: </strong>Tics and comorbidities significantly impact the social interactions and mental health of adolescents with Tourette syndrome (TS). Psychoeducation is an initial intervention for TS. Gamification is a common psychoeducational intervention for youths with chronic conditions. However, the effectiveness of board games in improving tic severity and mental health in adolescents with TS remains underexplored.</p><p><strong>Objective: </strong>We developed a serious board game to investigate its effects on tic severity, mental health, social adjustment, and depression in adolescents with TS.</p><p><strong>Methods: </strong>A single-blinded, 2-arm, parallel randomized controlled study was conducted. From September 2022 to July 2024, participants were recruited from a medical center in northern Taiwan. Seventy-nine adolescents with TS aged 12 to 18 years were randomly assigned to either a control group (n=39) or an intervention group (n=40). Both groups received care as usual (daily pyridoxine [50 mg] and psychoeducation), while the intervention group additionally participated in a weekly 60-minute board game session over a 4-week period. Outcome measures included the Yale Global Tic Severity Scale, Positive Mental Health Scale, Social Adjustment Scale for Adolescents with TS, and Beck Youth Inventory II - Depression scale.</p><p><strong>Results: </strong>Generalized estimation equation results showed that, compared to the control group, the intervention group demonstrated significant improvements in positive mental health at the postintervention (β=5.19, 95% CI 0.36 to 10.02, P=.04) and follow-up (β=7.14, 95% CI 2.15 to 12.14, P=.005), with time-dependent effects. The intervention group also showed significant improvements in social adjustment (β=4.24, 95% CI 1.79 to 6.69, P<.001) and depression (β=-3.06, 95% CI -6.04 to -0.11, P=.04) at follow-up. 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引用次数: 0
摘要
背景:抽动症和合并症显著影响抽动秽语综合征(TS)青少年的社会交往和心理健康。心理教育是对TS的初步干预。游戏化是一种常见的青少年慢性疾病的心理教育干预。然而,桌游在改善青少年抽动严重程度和心理健康方面的有效性仍未得到充分探讨。目的:我们开发了一种严肃的棋盘游戏,以研究其对抽动严重程度、心理健康、社会适应和抑郁的影响。方法:进行单盲、双臂、平行随机对照研究。从2022年9月到2024年7月,参与者从台湾北部的一家医疗中心招募。79名12至18岁的TS青少年被随机分为对照组(n=39)和干预组(n=40)。两组照例接受治疗(每日吡哆醇[50毫克]和心理教育),而干预组在4周的时间内每周参加一次60分钟的棋盘游戏。结果测量包括耶鲁抽动严重程度量表、积极心理健康量表、青少年社会适应量表和贝克青少年抑郁量表。结果:广义估计方程结果显示,与对照组相比,干预组在干预后(β=5.19, 95% CI 0.36 ~ 10.02, P= 0.04)和随访(β=7.14, 95% CI 2.15 ~ 12.14, P= 0.005)均表现出显著的积极心理健康改善,且具有时间依赖效应。干预组在社会适应方面也有显著改善(β=4.24, 95% CI 1.79 ~ 6.69)。结论:本研究开发的严肃棋盘游戏显著提高了TS青少年的社会心理功能,作为口头和书面健康交流的替代,棋盘游戏可以作为一种创新的心理教育工具,帮助卫生保健专业人员帮助TS青少年进行抽动管理和心理健康促进。未来的研究可以开发和验证数字版棋盘游戏的可行性。试验注册:ClinicalTrials.gov NCT05566236;https://clinicaltrials.gov/study/NCT05566236。
Effects of a Board Game on Tic Management and Psychosocial Functioning in Adolescents With Tourette Syndrome: Randomized Controlled Trial.
Background: Tics and comorbidities significantly impact the social interactions and mental health of adolescents with Tourette syndrome (TS). Psychoeducation is an initial intervention for TS. Gamification is a common psychoeducational intervention for youths with chronic conditions. However, the effectiveness of board games in improving tic severity and mental health in adolescents with TS remains underexplored.
Objective: We developed a serious board game to investigate its effects on tic severity, mental health, social adjustment, and depression in adolescents with TS.
Methods: A single-blinded, 2-arm, parallel randomized controlled study was conducted. From September 2022 to July 2024, participants were recruited from a medical center in northern Taiwan. Seventy-nine adolescents with TS aged 12 to 18 years were randomly assigned to either a control group (n=39) or an intervention group (n=40). Both groups received care as usual (daily pyridoxine [50 mg] and psychoeducation), while the intervention group additionally participated in a weekly 60-minute board game session over a 4-week period. Outcome measures included the Yale Global Tic Severity Scale, Positive Mental Health Scale, Social Adjustment Scale for Adolescents with TS, and Beck Youth Inventory II - Depression scale.
Results: Generalized estimation equation results showed that, compared to the control group, the intervention group demonstrated significant improvements in positive mental health at the postintervention (β=5.19, 95% CI 0.36 to 10.02, P=.04) and follow-up (β=7.14, 95% CI 2.15 to 12.14, P=.005), with time-dependent effects. The intervention group also showed significant improvements in social adjustment (β=4.24, 95% CI 1.79 to 6.69, P<.001) and depression (β=-3.06, 95% CI -6.04 to -0.11, P=.04) at follow-up. No significant differences were observed between the 2 groups in tic severity.
Conclusions: The serious board game developed in this study significantly enhanced psychosocial functioning in adolescents with TS. As an alternative to verbal and written health communication, the board game serves as an innovative psychoeducational instrument for health care professionals to help adolescents with TS in tic management and mental health promotion. Future studies can develop and validate the feasibility of a digital version of the board game.
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.