背景:许多重症监护病房(ICU)的工作人员在与工作有关的创伤事件后都会经历侵入性记忆,这可能导致长期的心理健康结果并影响工作功能。有必要针对这一人群的侵入性记忆进行干预;然而,诸如心理健康污名和难以将干预措施纳入繁忙的日程安排等因素可能会造成障碍。受COVID-19创伤影响的国家卫生服务重症监护病房工作人员的简短游戏干预(GAINS)研究测试了一项简短的,数字图像竞争任务干预(包括计算机游戏),目的是减少侵入性记忆的复发,这有望克服其中的一些障碍。
目的:本子研究旨在探讨ICU工作人员采用和实际使用干预措施的障碍和促进因素,连同它的可接受性,并迭代探索干预优化的影响,以进一步完善干预。
方法:GAINS研究是一项随机对照试验,比较了在常规护理的情况下,4周内获得简短的数字图像竞争任务干预,然后延迟获得干预。参与者是ICU工作人员,他们在COVID-19大流行期间工作,经历了侵入性记忆。所有参与者都在4周时发送了一份问卷,以收集有关干预可接受性的数据。嵌套在随机对照试验中,采访了16名参与者的子集,并使用框架方法的主题分析法对数据进行了分析。
结果:定量和定性数据均表明干预措施具有很高的可接受性。干预使用数据显示,平均而言,员工能够瞄准大约73%(3.64/4.88)的侵入性记忆,并在每次会议的20分钟内使用俄罗斯方块组件。总的来说,在可接受性问卷上,工作人员发现干预容易使用,乐于助人,和高度可接受的。访谈产生了四个主题:干预方法,干预的积极因素,干预的负面影响,以及改进和优化。调查结果强调了ICU工作人员经历的障碍:污名,对寻求帮助感到虚弱,不想让同事知道他们在挣扎,和怀疑主义。然而,他们就如何克服障碍提供了建议,并讨论了与其他治疗方法相比干预措施的优势.尽管参与者描述了干预措施的许多积极方面,例如易于使用,令人愉快的,导致侵入性记忆的频率或强度降低,他们还提出了实施的实际问题。
结论:干预措施有可能克服病耻感并减少ICU工作人员创伤事件后侵入性记忆的频率。需要进一步完善,以改善这一干预措施的采用和覆盖面。限制是我们无法采访无法或不愿意参加试验的国家卫生服务人员。
BACKGROUND: Many intensive care unit (ICU) staff experience intrusive memories following work-related traumatic events, which can lead to long-term mental health outcomes and impact work functioning. There is a need for interventions that target intrusive memories in this population; however, factors such as mental health stigma and difficulty in fitting interventions into busy schedules can pose barriers. The Brief Gameplay Intervention For National Health Service Intensive Care Unit Staff Affected By COVID-19 Trauma (GAINS) study tested a brief, digital imagery-competing task intervention (including computer gameplay) with the aim of reducing the recurrence of intrusive memories, which holds promise for overcoming some of these barriers.
OBJECTIVE: This substudy aims to explore barriers and facilitators to the uptake and practical use of the intervention by ICU staff, along with its acceptability, and iteratively explore the impact of intervention optimizations to further refine the intervention.
METHODS: The GAINS study is a randomized controlled trial comparing access to a brief digital imagery-competing task intervention for 4 weeks with usual care followed by delayed access to the intervention. The participants were ICU staff who worked during the COVID-19 pandemic and experienced intrusive memories. All participants were sent a questionnaire at 4 weeks to gather data about intervention acceptability. Nested within the randomized controlled trial, a subset of 16 participants was interviewed, and data were analyzed using thematic analysis drawing from a framework approach.
RESULTS: Both quantitative and qualitative data indicated high acceptability of the intervention. Intervention use data show that, on average, staff were able to target approximately 73% (3.64/4.88) of their intrusive memories and engaged with the Tetris component for the full 20 minutes per session. Overall, on the acceptability questionnaire, staff found the intervention easy to use, helpful, and highly acceptable. The interviews generated four themes: approach to the intervention, positives of the intervention, negatives of the intervention, and improvements and optimizations. Findings highlighted barriers that ICU staff experienced: stigma, feeling weak for seeking help, not wanting colleagues to know they were struggling, and skepticism. However, they provided suggestions on how barriers could be overcome and discussed the advantages of the intervention when compared with other treatments. Although participants described many positive aspects of the intervention, such as being easy to use, enjoyable, and leading to a reduction in the frequency or intensity of intrusive memories, they also raised practical issues for implementation.
CONCLUSIONS: The intervention has the potential to overcome stigma and reduce the frequency of intrusive memories after traumatic events among ICU staff. Further refinement is needed to improve the adoption and reach of this intervention. A limitation is that we could not interview the National Health Service staff who were unable or unwilling to take part in the trial.