gamify

  • 文章类型: Journal Article
    背景:数字技术和游戏化应用程序在医疗保健环境中很有用。游戏化使用技术通过类似游戏的体验来影响用户的行为和动机。患者坚持增强术后恢复(ERAS)计划对于实现术后早期恢复至关重要,并且持续监测对于获得良好结果至关重要。
    目的:本研究旨在描述用于增强术后恢复的移动应用程序(MobERAS)的开发和验证,一个游戏化的移动健康应用程序,用于根据ERAS计划在术后期间对患者进行远程监护,并评估其功能和可用性以及患者的体验,卫生保健专业人员,和计算机专业人员使用它。
    方法:我们开发了用于术后远程监测的MobERAS,在患者积极参与的过程中,并为卫生团队提供实时信息。应用程序开发过程包括理想化,跨学科团队组建,潜在需求评估,和产品部署。在整个开发过程中进行了可用性测试,并进行了改进,技术调整,和更新。定稿后,进行了全面的验证试验。评估的参数是那些可以影响住院时间的参数,比如恶心,呕吐,疼痛量表,恢复正常的胃肠功能,和血栓栓塞事件。MobERAS旨在由用户在手机上下载,片剂,或其他移动设备,并提供术后数据。该应用程序有一个GPS,监测患者的步行时间和距离,并连接到存储收集的数据的虚拟数据库。
    结果:纳入接受中型和大型妇科肿瘤手术的妇女。我们纳入了65例患者,平均年龄为53.2岁(SD7.4,范围18-85岁)。使用时间为23.4至70小时(平均45.1,SD19.2小时)。关于坚持使用MobERAS,平均填充率为56.3%(标准差为12.1%,范围41.7%-100%),并获得了65例患者中60例(92.3%)的下床数据。研究人员可以实时访问患者填写的数据。患者很好地接受了MobERAS的使用,与应用程序的可用性的良好评价。MobERAS易于使用,并且由于其游戏化的设计而被认为具有吸引力。该应用程序在所有项目中被医疗保健专业人员(n=20)和专门从事技术创新的专业人员(n=10)评为好或非常好。
    结论:MobERAS易于使用,安全,被患者接受,并得到专家的良好评估。它可以在临床外科实践中非常有用,并且是使患者和医疗保健专业人员更多参与ERAS计划的重要工具。
    BACKGROUND: Digital technology and gamified apps can be useful in the health care context. Gamification uses technology to influence users\' actions and motivations through experiences that resemble games. Patient adherence to the enhanced recovery after surgery (ERAS) program is crucial for achieving early recovery after surgery and continuous monitoring is essential for obtaining good results.
    OBJECTIVE: This study aimed to describe the development and validation of a mobile app for enhanced recovery after surgery (MobERAS), a gamified mobile health app for telemonitoring patients in the postoperative period based on the ERAS program, and to evaluate its functionality and usability and the experience of patients, health care professionals, and computer professionals with its use.
    METHODS: We developed MobERAS for postoperative telemonitoring, with active participation of patients in the process, and offering availability of real-time information for the health team. The app development process included idealization, interdisciplinary team formation, potential needs assessment, and product deployment. Usability tests were conducted throughout the development process with improvements, technical adjustments, and updates. After finalization, comprehensive verification tests were performed. The parameters evaluated are those that can influence the length of hospital stay, such as nausea, vomiting, pain scales, return to normal gastrointestinal function, and thromboembolic events. MobERAS was designed to be downloaded by users on their phones, tablets, or other mobile devices and to provide postoperative data. The app has a GPS that monitors the patient\'s walking time and distance and is connected to a virtual database that stores the collected data.
    RESULTS: Women undergoing medium and major gynecologic oncologic surgeries were included. We included 65 patients with an average age of 53.2 (SD 7.4, range 18-85) years. The time of use ranged from 23.4 to 70 hours (mean 45.1, SD 19.2 hours). Regarding adherence to the use of MobERAS, the mean fill rate was 56.3% (SD 12.1%, range 41.7%-100%), and ambulation data were obtained for 60 (92.3%) of the 65 patients. The researcher had access to the data filled out by the patients in real time. There was good acceptance of the use of MobERAS by the patients, with good evaluation of the app\'s usability. MobERAS was easy to use and considered attractive because of its gamified design. The app was rated as good or very good in all items by health care professionals (n=20) and professionals specializing in technological innovation (n=10).
    CONCLUSIONS: MobERAS is easy to use, safe, well accepted by patients, and well evaluated by experts. It can be of great use in clinical surgical practice and an important tool for greater engagement of patients and health care professionals with the ERAS program.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Journal Article
    背景:腹腔镜胆囊切除术(LC)中的主要胆管损伤,通常源于手术判断的错误和对关键解剖结构的视觉误解,显着影响发病率,死亡率,残疾,和医疗费用。
    目的:为了提高LC学习的安全性,我们开发了一款教育手机游戏,LapBotSafeChole,它使用人工智能(AI)模型来提供实时指导和反馈,改善术中决策。
    方法:LapBotSafeChole提供免费的,具有实时AI反馈的可访问模拟学习体验。玩家参与术中LC场景(短视频剪辑)并确定理想的解剖区域。在回应之后,用户从经过验证的AI算法中获得准确性评分。游戏包括5个级别的难度增加的基础上的Parkland等级为胆囊炎。
    结果:Beta测试(n=29)显示每轮得分提高,主治医师和高级学员的得分比初级住院医师快。学习曲线和进展杰出的候选人,用户水平和分数之间存在显著关联(P=0.003)。玩家发现LapBot令人愉快和教育。
    结论:LapBotSafeChole有效地将安全LC原理集成到一个有趣的,可访问,和使用AI生成的反馈的教育游戏。最初的beta测试支持评估分数的有效性,并建议手术学员具有很高的采用和参与潜力。
    BACKGROUND:  Major bile duct injuries during laparoscopic cholecystectomy (LC), often stemming from errors in surgical judgment and visual misperception of critical anatomy, significantly impact morbidity, mortality, disability, and health care costs.
    OBJECTIVE:  To enhance safe LC learning, we developed an educational mobile game, LapBot Safe Chole, which uses an artificial intelligence (AI) model to provide real-time coaching and feedback, improving intraoperative decision-making.
    METHODS:  LapBot Safe Chole offers a free, accessible simulated learning experience with real-time AI feedback. Players engage with intraoperative LC scenarios (short video clips) and identify ideal dissection zones. After the response, users receive an accuracy score from a validated AI algorithm. The game consists of 5 levels of increasing difficulty based on the Parkland grading scale for cholecystitis.
    RESULTS:  Beta testing (n=29) showed score improvements with each round, with attendings and senior trainees achieving top scores faster than junior residents. Learning curves and progression distinguished candidates, with a significant association between user level and scores (P=.003). Players found LapBot enjoyable and educational.
    CONCLUSIONS:  LapBot Safe Chole effectively integrates safe LC principles into a fun, accessible, and educational game using AI-generated feedback. Initial beta testing supports the validity of the assessment scores and suggests high adoption and engagement potential among surgical trainees.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

  • 文章类型: Randomized Controlled Trial
    背景:证据支持严肃游戏在健康教育中的有效性,但是人们对它们对普通人群中儿童的社会心理健康的影响知之甚少。
    目的:本研究旨在探讨基于手机游戏的安全教育计划在改善儿童安全和社会心理方面的潜力。
    方法:安全城市是一款专门设计用于教育香港儿童安全知识的移动角色扮演游戏。这项随机对照试验包括340名4至6年级的儿童。干预手臂参与者(n=170)被指示玩安全城市手机游戏4周,而对照组参与者(n=170)收到了安全手册。所有参与者在基线(T1)时完成了关于安全知识和行为以及心理社会问题的调查,干预后1个月(T2),干预后3个月(T3)。对累积游戏分数和迷你游戏性能进行了分析,以代表游戏的暴露程度。使用2样本2尾t检验分析结果数据,以比较干预组和对照组参与者从T1到T2和T3的平均变化。使用广义加性模型分析了游戏使用与干预后结果变化的关联。
    结果:干预组和对照组之间的平均变化没有显着差异。然而,使用分析显示,较高的游戏分数与T3时安全行为(P=.03)和内化问题(P=.01)的改善相关.匹配和发现危险的迷你游戏性能显着预测T2和T3时安全知识的改善。
    结论:使用分析表明,玩安全城市手机游戏可以显着提高安全知识,减少不安全行为和内部化问题。这些发现为严肃游戏对心理和社会福祉的积极影响提供了证据,强调技术驱动的干预措施的潜力,以帮助儿童了解安全和预防伤害。
    背景:ClinicalTrials.orgNCT04096196;https://clinicaltrials.gov/show/NCT04096196。
    RR2-10.2196/17756。
    BACKGROUND: Evidence supports the effectiveness of serious games in health education, but little is known about their effects on the psychosocial well-being of children in the general population.
    OBJECTIVE: This study aimed to investigate the potential of a mobile game-based safety education program in improving children\'s safety and psychosocial outcomes.
    METHODS: Safe City is a mobile roleplaying game specifically designed to educate children in Hong Kong about safety. This randomized controlled trial included 340 children in grades 4 through 6. Intervention arm participants (n=170) were instructed to play the Safe City mobile game for 4 weeks, whereas control arm participants (n=170) received a safety booklet. All participants completed a survey on safety knowledge and behaviors and psychosocial problems at baseline (T1), 1 month postintervention (T2), and 3 months postintervention (T3). Cumulative game scores and mini-game performance were analyzed as a proxy for the extent of exposure to the game. Outcome data were analyzed using 2-sample 2-tailed t tests to compare mean change from T1 to T2 and to T3 for intervention versus control arm participants. The association of game use with outcome changes postintervention was analyzed using generalized additive models.
    RESULTS: No significant differences were found in mean changes between the intervention and control arms. However, use analyses showed that higher game scores were associated with improvements in safe behavior (P=.03) and internalizing problems (P=.01) at T3. Matching and Spot the Danger mini-game performance significantly predicted improvements in safety knowledge at T2 and T3.
    CONCLUSIONS: Analysis of use has shown that playing the Safe City mobile game can result in significant improvements in safety knowledge and reductions in unsafe behavior and internalizing problems. These findings provide evidence for the positive impact of serious games on psychological and social well-being, highlighting the potential of technology-driven interventions to assist children in learning about safety and preventing injuries.
    BACKGROUND: ClinicalTrials.org NCT04096196; https://clinicaltrials.gov/show/NCT04096196.
    UNASSIGNED: RR2-10.2196/17756.
    导出

    更多引用

    收藏

    翻译标题摘要

    我要上传

       PDF(Pubmed)

公众号