一个基于暴露的电子游戏(动物园博士),以减少3-6岁儿童的针头恐惧症:开发和混合方法试点研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-10-16 DOI:10.2196/42025
Pat Healy, Celine Lu, Jennifer S Silk, Oliver Lindhiem, Reagan Harper, Abhishek Viswanathan, Dmitriy Babichenko
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引用次数: 0

摘要

背景:针头恐惧症影响了19%的4至6岁儿童,使许多儿童无法接受必要的或预防性的医疗治疗。针对针头恐惧症已经进行了数字干预,但目前依赖于分散注意力,而不是循证暴露。目的:我们设计并评估了一款名为《动物园博士》的基于严重暴露的手机游戏,以减少3至6岁儿童对针头的恐惧,玩家在游戏中给卡通动物注射针头。方法:我们对30名父母(平均年龄35.87,标准差4.39岁)和他们的36个孩子(平均年龄4.44,标准差1.11岁)进行了一项混合方法研究,他们玩了5天游戏,然后进行了包括注射(如流感疫苗接种)在内的预定预约。研究结束后,家长们完成了退出调查,并参加了半结构化访谈,以评估游戏的易用性、可接受性和初步有效性,并提供他们对游戏体验的见解,为未来的发展提供信息。访谈记录由3名独立的编码员按照开放的编码过程进行分析,随后进行编码和讨论以达成共识。结果:家长们认为孩子完成游戏的难度平均很低(1-5级;平均1.76,SD 0.82),并且很可能向其他家长推荐Zoo博士(1-5级,平均4.41,SD 0.87),这表明Zoo博士的易用性很强,可接受性很高。在出口调查中,父母认为,与参与研究前相比,参与研究后孩子的恐惧感显著降低(量表1-5;平均3.09,标准差1.17)(量表1-5;平均4.37,SD 0.81;z分数=-4.638;结论:研究结果表明,基于证据的严肃手机游戏是一种易于使用、可接受且潜在有效的干预措施,可以改变幼儿对针头的恐惧和看法。利用数字干预可能是解决针头焦虑这一公共卫生问题的潜在方法。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study.

An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study.

An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study.

An Exposure-Based Video Game (Dr. Zoo) to Reduce Needle Phobia in Children Aged 3 to 6 Years: Development and Mixed Methods Pilot Study.

Background: Needle phobia, which affects 19% of children aged 4 to 6 years, prevents many children from receiving necessary or preventive medical treatments. Digital interventions have been made to target needle phobia but currently rely on distraction rather than evidence-based exposure.

Objective: We designed and evaluated a serious exposure-based mobile game called Dr. Zoo to reduce the fear of needles in children aged 3 to 6 years, where players administered shots to cartoon animals.

Methods: We conducted a mixed methods study with 30 parents (mean age 35.87, SD 4.39 years) and their 36 children (mean age 4.44, SD 1.11 years) who played the game for 5 days leading to a scheduled appointment that included an injection (eg, influenza vaccination). After the study, parents completed exit surveys and participated in semistructured interviews to evaluate ease of use, acceptability, and preliminary effectiveness of the game and to provide insights on their experience with the game to inform future developments. Interview transcripts were analyzed by 3 independent coders following an open coding process and subsequently coded and discussed to reach consensus.

Results: Parents rated their child's difficulty in completing the game as very low on average (scale 1-5; mean 1.76, SD 0.82) and were highly likely to recommend Dr. Zoo to other parents (scale 1-5; mean 4.41, SD 0.87), suggesting Dr. Zoo's strong ease of use and high acceptability. In the exit survey, parents rated their child's fear as significantly lower after participating in the study (scale 1-5; mean 3.09, SD 1.17) compared with that before participating (scale 1-5; mean 4.37, SD 0.81; z score=-4.638; P<.001). Furthermore, 74% (26/35) of the parents reported that the game had a positive impact on their child's fear or perception of needles (only 2 parents reported a negative impact). Qualitative analysis of the interview transcripts revealed potentially important features of the game in this positive impact, such as the game's interactive design, as observed in 69% (24/35) of our participants.

Conclusions: The results suggest that an evidence-based serious mobile game can be an easy-to-use, acceptable, and potentially effective intervention for changing young children's fear and perceptions of needles. Leveraging digital interventions may be a potential solution to needle anxiety as a public health concern.

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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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