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.
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  • 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.
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  • 文章类型: Journal Article
    背景:机器学习(ML)模型可以产生更快,更准确的医疗诊断;但是,开发ML模型受到缺乏高质量标记训练数据的限制。众包标签是一种潜在的解决方案,但可能会受到对标签质量的担忧的限制。
    目的:本研究旨在研究具有持续绩效评估的游戏化众包平台,用户反馈,基于绩效的激励措施可以在医学影像数据上产生专家质量标签。
    方法:在这项诊断比较研究中,回顾性收集了203例急诊科患者的2384例肺超声夹。共有6位肺部超声专家将这些夹子中的393个归类为没有B线,一条或多条离散的B线,或融合的B线创建2套参考标准数据集(195个训练剪辑和198个测试剪辑)。集合分别用于(1)在游戏化的众包平台上训练用户,以及(2)将所得人群标签的一致性与各个专家与参考标准的一致性进行比较。人群意见来自DiagnosUs(Centaur实验室)iOS应用程序用户超过8天,根据过去的性能进行过滤,使用多数规则聚合,并分析了与专家标记的夹子的固定测试集相比的标签一致性。主要结果是将经过整理的人群意见的标签一致性与训练有素的专家比较,以对肺部超声夹子上的B线进行分类。
    结果:我们的临床数据集包括平均年龄为60.0(SD19.0)岁的患者;105例(51.7%)患者为女性,114例(56.1%)患者为白人。在195个训练剪辑中,专家共识标签分布为114(58%)无B线,56(29%)离散B线,和25(13%)融合的B系。在198个测试夹上,专家共识标签分布为138(70%)无B线,36条(18%)离散B线,和24(12%)融合的B系。总的来说,收集了426个独特用户的99,238条意见。在198个夹子的测试集上,个别专家相对于参考标准的平均标签一致性为85.0%(SE2.0),与87.9%的众包标签一致性相比(P=0.15)。当个别专家的意见与参考标准标签进行比较时,多数投票创建的不包括他们自己的意见,人群一致性高于个别专家对参考标准的平均一致性(87.4%vs80.8%,SE1.6表示专家一致性;P<.001)。具有离散B线的剪辑在人群共识和专家共识中的分歧最大。使用随机抽样的人群意见子集,7种经过质量过滤的意见足以达到接近最大的人群一致性。
    结论:通过游戏化方法对肺部超声夹进行B线分类的众包标签达到了专家级的准确性。这表明游戏化众包在有效生成用于训练ML系统的标记图像数据集方面具有战略作用。
    BACKGROUND: Machine learning (ML) models can yield faster and more accurate medical diagnoses; however, developing ML models is limited by a lack of high-quality labeled training data. Crowdsourced labeling is a potential solution but can be constrained by concerns about label quality.
    OBJECTIVE: This study aims to examine whether a gamified crowdsourcing platform with continuous performance assessment, user feedback, and performance-based incentives could produce expert-quality labels on medical imaging data.
    METHODS: In this diagnostic comparison study, 2384 lung ultrasound clips were retrospectively collected from 203 emergency department patients. A total of 6 lung ultrasound experts classified 393 of these clips as having no B-lines, one or more discrete B-lines, or confluent B-lines to create 2 sets of reference standard data sets (195 training clips and 198 test clips). Sets were respectively used to (1) train users on a gamified crowdsourcing platform and (2) compare the concordance of the resulting crowd labels to the concordance of individual experts to reference standards. Crowd opinions were sourced from DiagnosUs (Centaur Labs) iOS app users over 8 days, filtered based on past performance, aggregated using majority rule, and analyzed for label concordance compared with a hold-out test set of expert-labeled clips. The primary outcome was comparing the labeling concordance of collated crowd opinions to trained experts in classifying B-lines on lung ultrasound clips.
    RESULTS: Our clinical data set included patients with a mean age of 60.0 (SD 19.0) years; 105 (51.7%) patients were female and 114 (56.1%) patients were White. Over the 195 training clips, the expert-consensus label distribution was 114 (58%) no B-lines, 56 (29%) discrete B-lines, and 25 (13%) confluent B-lines. Over the 198 test clips, expert-consensus label distribution was 138 (70%) no B-lines, 36 (18%) discrete B-lines, and 24 (12%) confluent B-lines. In total, 99,238 opinions were collected from 426 unique users. On a test set of 198 clips, the mean labeling concordance of individual experts relative to the reference standard was 85.0% (SE 2.0), compared with 87.9% crowdsourced label concordance (P=.15). When individual experts\' opinions were compared with reference standard labels created by majority vote excluding their own opinion, crowd concordance was higher than the mean concordance of individual experts to reference standards (87.4% vs 80.8%, SE 1.6 for expert concordance; P<.001). Clips with discrete B-lines had the most disagreement from both the crowd consensus and individual experts with the expert consensus. Using randomly sampled subsets of crowd opinions, 7 quality-filtered opinions were sufficient to achieve near the maximum crowd concordance.
    CONCLUSIONS: Crowdsourced labels for B-line classification on lung ultrasound clips via a gamified approach achieved expert-level accuracy. This suggests a strategic role for gamified crowdsourcing in efficiently generating labeled image data sets for training ML systems.
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  • 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.
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  • 文章类型: Clinical Trial Protocol
    目标:游戏化是指在非游戏环境中使用游戏设计元素,以提高用户的参与度。游戏化策略似乎是增加用户动机和参与度的有利工具。本系统综述的目的是确定在不同干预背景下使用游戏化策略的研究,并描述它们在每种干预中的影响。因此,重点是结构(游戏化),而不是特定的地区或人口。
    结果:为了实现这一目标,Scopus,IEEE,WebofScience,MEDLINE,ERIC,和PsycINFO数据库将用于收集系统评价的数据。研究和结果报告都将基于Cochrane的建议和PRISMA指南。数据,包括对文章质量的评估,将由团队的两名成员独立进行。调查结果将以叙述性方式报告。不需要伦理批准,因为研究不涉及数据收集。调查结果将提交给同行评审期刊,结果将在国际大会上发表。未来的审查可以考虑调查正在采用游戏化策略的特定干预领域。试用注册系统审查注册:PROSPEROCRD42017070508。
    OBJECTIVE: Gamification broadly refers to the use of game design elements in non-game contexts with the goal of promoting users\' engagement. Gamification strategies appear as an advantageous tool to increase the motivation and involvement of users. The purpose of this systematic review is to identify studies using gamification strategies in distinct intervention contexts and to describe their impact in each type of intervention. Thus, the focus is on the construct (gamification) rather than on a particular area or population.
    RESULTS: To achieve this goal, Scopus, IEEE, Web of Science, MEDLINE, ERIC, and PsycINFO databases will be used to gather data for the systematic review. Both the research and report of results will be based on Cochrane\'s recommendations and PRISMA guidelines. Data, including the assessment on the quality of the articles, will be conducted by two members of the team independently. Findings will be reported narratively. The ethical approval is not required as the research does not involve data collection. Findings will be submitted to a peer-review journal and the results will be presented on international congresses. Future reviews could consider investigating particular areas of intervention in which gamification strategies are being employed. Trial registration Systematic Review Registration: PROSPERO CRD42017070508.
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