| Literature DB >> 28600377 |
Miel A P Vugts1,2, Margot C W Joosen1, Agali Mert2, Aglaia Zedlitz3, Hubertus J M Vrijhoef1,4,5.
Abstract
INTRODUCTION: Many individuals suffer from chronic pain or functional somatic syndromes and face boundaries for diminishing functional limitations by means of biopsychosocial interventions. Serious gaming could complement multidisciplinary interventions through enjoyment and independent accessibility. A study protocol is presented for studying whether, how, for which patients and under what circumstances, serious gaming improves patient health outcomes during regular multidisciplinary rehabilitation. METHODS AND ANALYSIS: A mixed-methods design is described that prioritises a two-armed naturalistic quasi-experiment. An experimental group is composed of patients who follow serious gaming during an outpatient multidisciplinary programme at two sites of a Dutch rehabilitation centre. Control group patients follow the same programme without serious gaming in two similar sites. Multivariate mixed-modelling analysis is planned for assessing how much variance in 250 patient records of routinely monitored pain intensity, pain coping and cognition, fatigue and psychopathology outcomes is attributable to serious gaming. Embedded qualitative methods include unobtrusive collection and analyses of stakeholder focus group interviews, participant feedback and semistructured patient interviews. Process analyses are carried out by a systematic approach of mixing qualitative and quantitative methods at various stages of the research. ETHICS AND DISSEMINATION: The Ethics Committee of the Tilburg School of Social and Behavioural Sciences approved the research after reviewing the protocol for the protection of patients' interests in conformity to the letter and rationale of the applicable laws and research practice (EC 2016.25t). Findings will be presented in research articles and international scientific conferences. TRIAL REGISTRATION NUMBER: A prospective research protocol for the naturalistic quasi-experimental outcome evaluation was entered in the Dutch trial register (registration number: NTR6020; Pre-results). © Article author(s) (or their employer(s) unless otherwise stated in the text of the article) 2017. All rights reserved. No commercial use is permitted unless otherwise expressly granted.Entities:
Keywords: Chronic pain; functional somatic syndrome; multidisciplinary rehabilitation; serious gaming
Mesh:
Year: 2017 PMID: 28600377 PMCID: PMC5726107 DOI: 10.1136/bmjopen-2017-016394
Source DB: PubMed Journal: BMJ Open ISSN: 2044-6055 Impact factor: 2.692
Figure 1Overview of the mixed-methods design.
Features, dose and tasks
| Features | Dose (in game frequency) | Tasks |
| Introduction | 1 | —Choose Avatar gender and name |
| Encounters | 16 | —Select action plans for the Avatar in encounters with non-playing characters (each instance offers five optional action plans, which are modelled after a reference set of values: generosity, moral discipline, patience, enthusiastic perseverance). |
| Mood scenarios | 8 | —Select action plans for the Avatar when subjected to an adverse event. |
| Reflections | 4 | —Assess satisfaction about selected Avatar actions on a scale of 0–10. |
| Attention training | 3 | —Guided (focused attention and open-monitoring) meditation exercises for mental stability. |
| Tours | 16 | —Skip or listen to ‘tour-guide’ voice-overs informing about pictures of the location visited by the Avatar. |
| Loading screens | - | —See where travel destinations are located on a geographical map. |
| Mini games | 8 | —Action games: steering a vehicle (by using tilt mechanism of tablet pc or keyboard arrow controls) to arrive at the next encounter (reference: ‘rocket bird’). |
| Festive closing | 1 | —Replay of ‘extreme’ responses throughout the game. |
Quantitative outcome measures
| Variables | Measures | Time of measurement |
| Primary outcomes | ||
| Current pain intensity | 1-item Numerical Rating Scale 0–10 | Baseline, intermediate, post-treatment |
| Pain coping and cognition | Pain Coping and Cognitions List | |
| Fatigue | Checklist Individual Strength | |
| Psychopathological symptoms | Symptom Check List | |
| Secondary outcomes | ||
| Clinically relevant improvement | Patient Global Impression of Change | Intermediate, post-treatment |
| General subjective health | “What do you think of your current health in general?” | |
| Perceived functioning | “Please indicate how satisfied you are with your current level of functioning.” | |
| Treatment satisfaction | Three Likert scale items, that is, “Would you recommend this treatment centre to other rehabilitation patients?” | Post-treatment |
Patient variables are demographic, health status and treatment history information (see table 3).
Patient characteristics
| Variables | Variables (measurement) |
| Age | Years of age (calculated from registered date of birth) |
| Gender | % Female |
| Socioeconomic status | Highest education level, source of income (categorical rating items) |
| Coping style | Utrecht Coping List |
| Environment | Presence of problems with regard to social life, financial situation, trauma, work situation (categorical rating items) |
| Symptoms | Duration (months; calculated from the date of onset), course (categorical rating item) and pain location (standard physical examination report) |
| Physical status | Body mass index, blood pressure, musculoskeletal conditions (standard physical examination report) |
| Other treatment | (Changes of) presence of medication usage, frequency of healthcare visits, previous visits to health providers (medical specialists, physiotherapists and/or psychologist) (categorical rating items) |
| Treatment (modules) received | Automatic logs of session presence (determined from absence registrations by healthcare providers) |
Quantitative indicators for mechanisms
| Variables | Measures | Respondents | Time of measurement |
| Reach, dose, gaming performance | Data logs: frequency, timing, length, progress and scores of play | Intervention group | During serious gaming (automatic) |
| Acceptability and playability | Selection of UTAUT2* items (perceived usefulness, ease of use, trust, enjoyment) | Intervention group | Post-serious gaming |
| Positive and negative affect | PANAS-SF | Intervention group | Post-serious gaming |
| Presence (general, involvement and realism) | IGroup Sense of Presence Questionnaire item for general sense of presence and subscales for involvement and realism. | Intervention group | Post-serious gaming |
| Learning transfer | Numerical rating scale (0–10): “Use the following slider to indicate to what extent you expect that the LAKA sessions contribute to your daily life”. | Intervention group | Post-serious gaming |
| Values (expressed in thoughts and behaviour) | Values questionnaire†: 5-point Likert scales, that is, “If I find it necessary, I'll intervene to help or to protect others”. | Intervention and control groups | Baseline, intermediate, post-treatment |
*Unified theory of acceptance and use of technology.
†Psychometric properties are still under investigation. Empirical support for good scale internal consistency and strong associations with psychological well-being in rehabilitating patients were documented in a report for the Dutch Committee on Test Affairs (COTAN).
PANAS-SF, Positive and Negative Affect Scale—Short Form.