| Literature DB >> 27835981 |
Deepika Mohan1, Matthew R Rosengart2, Baruch Fischhoff3, Derek C Angus4, Coreen Farris5, Donald M Yealy6, David J Wallace4, Amber E Barnato7.
Abstract
BACKGROUND: Between 30 and 40 % of patients with severe injuries receive treatment at non-trauma centers (under-triage), largely because of physician decision making. Existing interventions to improve triage by physicians ignore the role that intuition (heuristics) plays in these decisions. One such heuristic is to form an initial impression based on representativeness (how typical does a patient appear of one with severe injuries). We created a video game (Night Shift) to recalibrate physician's representativeness heuristic in trauma triage.Entities:
Keywords: Diagnostic error; Heuristics; Physician decision making; Trauma triage guidelines; Videogames
Mesh:
Year: 2016 PMID: 27835981 PMCID: PMC5106806 DOI: 10.1186/s12873-016-0108-z
Source DB: PubMed Journal: BMC Emerg Med ISSN: 1471-227X
Fig. 1Overview of study protocol. Description of data: Flow diagram of recruitment and allocation strategy
Fig. 2Screen shots of trailer to Night Shift. Description of data: We show the trailer to the game. We provided players with two explicit objectives in order to heighten narrative engagement, while simultaneously providing a vehicle for physician education
Description of Night Shift
| Duration: Three hours of gameplay possible. | |
| Objective: To change physicians’ archetype of a representative severe injury | |
| Conceptual framework | |
| • Highlight relevant contextual cues within the context of a narrative to facilitate integration into a mental model of the decision problem (analogical encoding). | |
| • Provide personally-relevant and emotionally-compelling feedback that increases retention of the message (narrative engagement) | |
| Premise: The player takes on the role of Andy Jordan, a young emergency medicine physician, who moves home after his grandfather’s disappearance and accepts a job at a local community hospital covering night shifts. | |
| Content | |
| Medical: Physicians interview patients who present to the Emergency Department, and have the option of investigating further, discussing the case with a consultant, or discharging the patient home. The patients include: | |
| Non-medical: Robert Jordan, Andy’s estranged grandfather, has disappeared. The prologue hints that his disappearance may or may not have occurred voluntarily. The player must solve the mystery by uncovering clues revealed through conversation with in-game characters and by exploring the environment. | |
| Game mechanics | |
| 1. Connect the dots: clues (medical and non-medical) appear on a notepad on the screen. The player can draw connections between clues to uncover information and to unlock additional dialogue options. | |
| 2. Tap to act: the player can tap on the screen to move through the world and interact with other characters. This mechanic also allows the player to perform key patient-care actions, including procedures like lumbar punctures and intubations. | |
| 3. Points: players receive points for uncovering non-medical clues, which unlock in-game lore. Specifically, they can access letters written by Andy and his grandfather, which should provide additional insight into their characters and motivations. | |
Fig. 3Screen shots of virtual simulation. Description of data: We show examples from the simulation. a Each case included a 2-D rendering of the patient, a chief complaint, vital signs, a history, and a written description of the physical exam. Physicians had 42 min (a simulated 8 h shift) to complete the ten cases. A clock at the top right of the screen helped track the passage of time. b Physicians could manage patients by selecting from a pre-specified list of 250 medications, studies, and procedures. c We included audio-visual distractors, including nursing requests for help with disruptive patients to increase the verisimilitude of the experience