Academic Journal

Development, usability, and efficacy of a serious game to help patients learn about pain management after surgery: an evaluation study

التفاصيل البيبلوغرافية
العنوان: Development, usability, and efficacy of a serious game to help patients learn about pain management after surgery: an evaluation study
المؤلفون: Ingadottir, Brynja, Blondal, Katrin, Thue, David, Zoega, Sigridur, Thylen, Ingela, Jaarsma, Tiny
بيانات النشر: J M I R Publications, Inc.
سنة النشر: 2017
المجموعة: Australian Catholic University: ACU Research Bank
مصطلحات موضوعية: evaluation studies, knowledge, pain management, patient education, self care, surgical procedures, operative, video games
الوصف: Background: Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain. Objective: The aim of this study was to describe the development of a computer-based game for surgical patients to learn about postoperative pain management and to evaluate the usability, user experience, and efficacy of the game. Methods: A computer game was developed by an interdisciplinary team following a structured approach. The usability, user experience, and efficacy of the game were evaluated using self-reported questionnaires (AttrakDiff2, Postoperative Pain Management Game Survey, Patient Knowledge About Postoperative Pain Management questionnaire), semi-structured interviews, and direct observation in one session with 20 participants recruited from the general public via Facebook (mean age 48 [SD 14]; 11 women). Adjusted Barriers Questionnaire II and 3 questions on health literacy were used to collect background information. Results: Theories of self-care and adult learning, evidence for the educational needs of patients about pain management, and principles of gamification were used to develop the computer game. Ease of use and usefulness received a median score between 2.00 (IQR 1.00) and 5.00 (IQR 2.00) (possible scores 0-5; IQR, interquartile range), and ease of use was further confirmed by observation. Participants expressed satisfaction with this novel method of learning, despite some technological challenges. The attributes of the game, measured with AttrakDiff2, received a median score above 0 in all dimensions; highest for attraction (median 1.43, IQR 0.93) followed by pragmatic quality (median 1.31, IQR 1.04), hedonic quality interaction (median 1.00, IQR 1.04), and hedonic quality stimulation (median 0.57, IQR 0.68). Knowledge of pain medication and pain management strategies ...
نوع الوثيقة: article in journal/newspaper
اللغة: unknown
تدمد: 2291-9279
Relation: https://acuresearchbank.acu.edu.au/item/8847q/development-usability-and-efficacy-of-a-serious-game-to-help-patients-learn-about-pain-management-after-surgery-an-evaluation-study; https://doi.org/10.2196/games.6894.; Ingadottir, Brynja, Blondal, Katrin, Thue, David, Zoega, Sigridur, Thylen, Ingela and Jaarsma, Tiny. (2017). Development, usability, and efficacy of a serious game to help patients learn about pain management after surgery: an evaluation study. JMIR Serious Games (online). 5(2), pp. 1 - 15. https://doi.org/10.2196/games.6894.
DOI: 10.2196/games.6894
الاتاحة: https://doi.org/10.2196/games.6894
رقم الانضمام: edsbas.4F231839
قاعدة البيانات: BASE
الوصف
تدمد:22919279
DOI:10.2196/games.6894