Accepted for/Published in: JMIR Serious Games
Date Submitted: Feb 21, 2019
Date Accepted: Aug 5, 2019
Play to healthier life: usability, acceptability and feasibility of a digital health intervention for pediatric patients
ABSTRACT
Background:
Mental disorders are common in childhood chronic illnesses. Digitally delivered psychological interventions have been successfully used in reaching desired treatment outcomes.
Objective:
Main aim of this study was to evaluate the usability and acceptability of the digital health intervention to study the suitability of game environment in delivering psychological support. Second aim of this study was to evaluate the feasibility of delivering Triumf mobile health game to pediatric cancer patients in order to reduce psychological distress and support treatment.
Methods:
Patients aged 7-14 with less than a year from their diagnosis were eligible to participate in the study. In total, 15 patients were invited by their doctors to take part in the study. 10 agreed to participate and subsequently, 9 pediatric cancer patients aged 7-12 (mean age 9.1 years) completed the study in which Triumf mobile health game was delivered as a digital intervention. The intervention length was 60 days and post-intervention qualitative interview was performed by a trained psychologist. The results of the interview were analyzed in conjunction with in-game qualitative data. Ethical approval was obtained to conduct the study.
Results:
The game was positively perceived by the patients, resulting in high usability and acceptability evaluations. To highlight, participants unanimously gave the feedback by which the game was described as being easy to use and engaging in terms of gamified activities, while also providing beneficial and trustworthy information. The overall positive evaluation was further emphasized observed tendency to “carry-on-gaming” post-study (67%). Psychological support and mini-games were used the most, but also educational module was highlighted as most liked or used. On average, the patients received psychological support or -education on 66.6 occasions during the intervention. Based on the objective in-game data, they spent the most time in the game collecting items from the city environment (on 15.56 days, SD=8.05), indicative of exploratory behavior. During the intervention period, there was statistically significant decrease in general health problems (P = .003) and slight decrease in depression and anxiety symptoms, although the change was not statistically significant. Furthermore, we showed that the study protocol was feasible with modifications for the Randomized Controlled Trials and the game could be considered applicable in a clinical context.
Conclusions:
This study shows that game environment is a promising medium for delivering supportive comprehensive care to pediatric patients.
Citation