| Literature DB >> 28490419 |
Brynja Ingadottir1,2,3, Katrin Blondal1,3, David Thue4, Sigridur Zoega1,3, Ingela Thylen5, Tiny Jaarsma2.
Abstract
BACKGROUND: Postoperative pain is a persistent problem after surgery and can delay recovery and develop into chronic pain. Better patient education has been proposed to improve pain management of patients. Serious games have not been previously developed to help patients to learn how to manage their postoperative pain.Entities:
Keywords: evaluation studies; knowledge; pain management; patient education; self care; surgical procedures, operative; video games
Year: 2017 PMID: 28490419 PMCID: PMC5443914 DOI: 10.2196/games.6894
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1An overview of the development of the game.
Characteristics of the game.
| Characteristics | Description | |
| Health topic | Self-care of surgical patients: pain management | |
| Target players | Adults having surgery | |
| Timing | Introduced as part of preparation before surgery and used again after surgery as part of discharge education | |
| Game idea | A serious game intended to educate about facts concerning pain medication and strategies for effective pain management in the home environment after hospital discharge | |
| Guiding theoretical framework | Middle-range theory of chronic illness, adjusted for surgical patients [ | |
| Type of game | Realistic, educational, simulation | |
| Intended outcomes | Knowledge about 4 commonly used pain medications after surgery (name, dosage, effects, possible side effects) | |
| Levels of play | One game session consists of 3 games, each covers a 24-hour day (from 9 am to 9 am next day) with separate goals, and ends with an after-action review | |
| User interface and platform | 11.5″ touch screen on a tablet computer (Android) allows for easy use in the hospital environment | |
| Avatar | Human character who can walk around the house, use a shower and toilet, cook food, watch television, use a computer, rest on a sofa, lie in bed | |
| Virtual environment (setting) | A house with a living room, bedroom, kitchen, bathroom | |
| Software | Unity3d (Unity Technologies) | |
| Estimated play time | 30 minutes |
Figure 2The game’s interface. Below center: the player’s avatar. At left, from top to bottom: button to access pain medication, current Pain Level indicator, current Side Effect. At right, from top to bottom: Current in-game time and listing of player tasks for the current day. At top middle, from left to right: buttons to review the tutorial, review the day’s primary objective, call the (fictional) hospital for help, pause the game, and exit the game. Screenshot translated from Icelandic.
Figure 3The medication board: by tapping the tablet icons (marked with red circles), the player can choose between 4 different pain medicines and read about their effects, possible side effects, and how many tablets are currently in effect. Screenshot translated from Icelandic.
Figure 4A panel showing a timeline of the previous in-game day. The black line shows the progression of the avatar’s pain level over time. Red nodes indicate activities that impaired pain relief, orange nodes indicate doses of medication, and green nodes indicate activities that relieved pain. Yellow outlines show the occurrence of side effects. Screenshot translated from Icelandic.
Characteristics of participants and results from health literacy screening.
| Background | N=20 | ||
| Age | Median 45 years (range 24-67) | ||
| Women | 11 | ||
| Men | 9 | ||
| Basic education (≤9 years) | 2 | ||
| College | 4 | ||
| University | 14 | ||
| Office/marketing | 4 | ||
| Technology/development/research | 4 | ||
| Education | 3 | ||
| Management | 2 | ||
| Servicing/catering/travel/industry | 4 | ||
| Other | 3 | ||
| Chronic disease? (yes) | 7 | ||
| Computer | 20 | ||
| Smartphone | 18 | ||
| Tablet | 15 | ||
| Play games in a computer, smartphone, or on a tablet? (yes) | 14 | ||
| Never | 11 | ||
| Occasionally | 6 | ||
| Sometimes | 1 | ||
| Often | 1 | ||
| Always | 0 | ||
| Never | 12 | ||
| Occasionally | 3 | ||
| Sometimes | 2 | ||
| Often | 2 | ||
| Always | 0 | ||
| Extremely | 13 | ||
| Quite a bit | 4 | ||
| Somewhat | 1 | ||
| A little bit | 1 | ||
| Not at all | 1 | ||
aBrief questions to identify patients with inadequate health literacy [47].
Ease of use and usefulness of the game (Postoperative Pain Management Game Survey (POP-MGS); score 0-5; N=20).
| Items | Median (IQRa) | % of participants who fully agree | |
| I found it easy to learn to get the game to stop or start | 5.00 (2.00) | 55 | |
| It was fun using this simulation | 4.00 (2.00) | 30 | |
| The way in which information was presented on the screen was clear | 4.00 (1.00) | 15 | |
| It was easy to learn how to use the game | 4.00 (1.75) | 20 | |
| I found the activity easy to follow | 4.00 (1.00) | 5 | |
| The quality of video was good | 3.00 (2.50) | 25 | |
| I found the game easy to navigate | 3.00 (1.75) | 10 | |
| I did not have any technical problems using the game | 2.00 (1.00) | 15 | |
| If I had recently had surgery or was preparing for one and the postoperative period, it would be helpful to get feedback from an expert on my pain management | 5.00 (0.00) | 85 | |
| I think the game would be a useful addition to other education about pain management | 5.00 (1.00) | 55 | |
| I think a simulation like this might encourage people who are recovering from surgery to learn about pain management | 5.00 (1.00) | 60 | |
| If I was recovering from surgery, I think the game would encourage me to learn about pain management | 4.00 (1.00) | 35 | |
aIQR: interquartile range.
Figure 5The number of correct answers for each of the 15 items in the knowledge test (Patient Knowledge About Postoperative Pain Management questionnaire) before and after playing the game. Questions 1-2 (blue) are about pain after surgery, questions 3-6 (orange) about different types of pain medication, questions 7-11 (green) about the dosages of the same medication and pain management strategies, questions 12-15 (purple) about medication side effects and how to react to unexpected situations.