Literature DB >> 26797571

iLift: A health behavior change support system for lifting and transfer techniques to prevent lower-back injuries in healthcare.

Derek A Kuipers1, Bard O Wartena2, Boudewijn H Dijkstra3, Gijs Terlouw3, Job T B van T Veer3, Hylke W van Dijk3, Jelle T Prins4, Jean Pierre E N Pierie5.   

Abstract

OBJECTIVE: Lower back problems are a common cause of sick leave of employees in Dutch care homes and hospitals. In the Netherlands over 40% of reported sick leave is due to back problems, mainly caused by carrying out heavy work. The goal of the iLift project was to develop a game for nursing personnel to train them in lifting and transfer techniques. The main focus was not on testing for the effectiveness of the game itself, but rather on the design of the game as an autogenous trigger and its place in a behavioral change support system. In this article, the design and development of such a health behavior change support system is addressed, describing cycles of design and evaluation.
METHODS: (a) To define the problem space, use context and user context, focus group interviews were conducted with Occupational Therapists (n=4), Nurses (n=10) and Caregivers (n=12) and a thematic analysis was performed. We interviewed experts (n=5) on the subject of lifting and transferring techniques. (b) A design science research approach resulted in a playable prototype. An expert panel conducted analysis of video-recorded playing activities. (c) Field experiment: We performed a dynamic analysis in order to investigate the feasibility of the prototype through biometric data from player sessions (n=620) by healthcare professionals (n=37).
RESULTS: (a) Occupational Therapists, Nurses and Caregivers did not recognise a lack of knowledge with training in lifting and transferring techniques. All groups considered their workload, time pressure and a culturally determined habit to place the patient's well being above their own as the main reason not to apply appropriate lifting and transferring techniques. This led to a shift in focus from a serious game teaching lifting and transferring techniques to a health behavior change support system containing a game with the intention to influence behavior. (b) Building and testing (subcomponents of) the prototype resulted in design choices regarding players perspective, auditory and visual feedback, overall playability and perceived immersiveness. This design process also addressed the behavior shaping capacities of the game and its place within the health behavior change support system. An expert panel on lifting and transferring techniques validated the provoked in-game activities as being authentic. (c) Regression analysis showed an increase of the game score and dashboard score when more sessions were played, indicating an in-game training effect. A post-hoc test revealed that from an average of 10 playing sessions or more, the dashboard score and the game score align, which indicates behavioral change towards executing appropriate static lifting and transferring techniques.
CONCLUSIONS: Data gathered in the final field test shows an in-game training effect, causing players to exhibit correct techniques for static lifting and transferring techniques but also revealed the necessity for future social system development and especially regarding intervention acceptance. Social system factors showed a strong impact on the games persuasive capacities and its autogenous intent.
Copyright © 2016 Elsevier Ireland Ltd. All rights reserved.

Entities:  

Keywords:  Design; Health behavior change support system; Lifting and transfer techniques; Serious gaming

Mesh:

Year:  2016        PMID: 26797571     DOI: 10.1016/j.ijmedinf.2015.12.006

Source DB:  PubMed          Journal:  Int J Med Inform        ISSN: 1386-5056            Impact factor:   4.046


  7 in total

1.  Advanced 3D movement analysis algorithms for robust functional capacity assessment.

Authors:  Asma Hassani; Alexandre Kubicki; France Mourey; Fan Yang
Journal:  Appl Clin Inform       Date:  2017-05-10       Impact factor: 2.342

2.  The Development of an Escape Room-Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers: Iterative Design Approach.

Authors:  Gijs Terlouw; Derek Kuipers; Job van 't Veer; Jelle T Prins; Jean Pierre E N Pierie
Journal:  JMIR Serious Games       Date:  2021-03-23       Impact factor: 4.143

Review 3.  The Role of Transfer in Designing Games and Simulations for Health: Systematic Review.

Authors:  Derek A Kuipers; Gijs Terlouw; Bard O Wartena; Job Tb van 't Veer; Jelle T Prins; Jean Pierre En Pierie
Journal:  JMIR Serious Games       Date:  2017-11-24       Impact factor: 4.143

Review 4.  Design Thinking in Health Care.

Authors:  Myra Altman; Terry T K Huang; Jessica Y Breland
Journal:  Prev Chronic Dis       Date:  2018-09-27       Impact factor: 2.830

5.  Risk factors and oral health-related quality of life: A case-control comparison between patients after a first-episode psychosis and people from general population.

Authors:  Sonja Kuipers; Stynke Castelein; Hans Barf; Linda Kronenberg; Nynke Boonstra
Journal:  J Psychiatr Ment Health Nurs       Date:  2022-02-02       Impact factor: 2.720

6.  Reducing lumbar spine flexion using real-time biofeedback during patient handling tasks.

Authors:  Mohammadhasan Owlia; Megan Kamachi; Tilak Dutta
Journal:  Work       Date:  2020

Review 7.  Boundary Objects as Dialogical Learning Accelerators for Social Change in Design for Health: Systematic Review.

Authors:  Gijs Terlouw; Derek Kuipers; Lars Veldmeijer; Job van 't Veer; Jelle Prins; Jean-Pierre Pierie
Journal:  JMIR Hum Factors       Date:  2022-02-03
  7 in total

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