Lise Worthen-Chaudhari1, Jane McGonigal2, Kelsey Logan3, Marcia A Bockbrader1, Keith O Yeates4, W Jerry Mysiw1. 1. a Department of Physical Medicine and Rehabilitation and Neurological Institute , The Ohio State University , Columbus , OH , USA. 2. b Institute for the Future , Palo Alto , CA , USA. 3. c Division of Sports Medicine, Cincinnati Children's Hospital Medical Center and Department of Pediatrics , University of Cincinnati College of Medicine , Cincinnati , OH , USA. 4. d Department of Psychology, Alberta Children's Hospital Research Institute, and Hotchkiss Brain Institute , University of Calgary , Calgary , AB , Canada.
Abstract
OBJECTIVE: To evaluate whether a mobile health application that employs elements of social game design could compliment medical care for unresolved concussion symptoms. DESIGN: Phase I and Phase II (open-label, non-randomized, ecological momentary assessment methodology). SETTING: Outpatient concussion clinic. PARTICIPANTS: Youth, aged 13-18 years, with concussion symptoms 3+ weeks after injury; Phase I: n = 20; Phase II: n = 19. INTERVENTIONS: Participants received standard of care for concussion. The experimental group also used a mobile health application as a gamified symptoms journal. OUTCOME MEASURES: Phase I: feasibility and satisfaction with intervention (7-point Likert scale, 1 high). Phase II: change in SCAT-3 concussion symptoms (primary), depression and optimism. RESULTS: Phase 1: A plurality of participants completed the intervention (14 of 20) with high use (110 +/- 18% play) and satisfaction (median +/- interquartile range (IQR) = 2.0+/- 0.0). Phase II: Groups were equivalent on baseline symptoms, intervention duration, gender distribution, days since injury and medication prescription. Symptoms and optimism improved more for the experimental than for the active control cohort (U = 18.5, p = 0.028, effect size r = 0.50 and U = 18.5, p = 0.028, effect size r = 0.51, respectively). CONCLUSIONS: Mobile apps incorporating social game mechanics and a heroic narrative may promote health management among teenagers with unresolved concussion symptoms.
OBJECTIVE: To evaluate whether a mobile health application that employs elements of social game design could compliment medical care for unresolved concussion symptoms. DESIGN: Phase I and Phase II (open-label, non-randomized, ecological momentary assessment methodology). SETTING:Outpatient concussion clinic. PARTICIPANTS: Youth, aged 13-18 years, with concussion symptoms 3+ weeks after injury; Phase I: n = 20; Phase II: n = 19. INTERVENTIONS:Participants received standard of care for concussion. The experimental group also used a mobile health application as a gamified symptoms journal. OUTCOME MEASURES: Phase I: feasibility and satisfaction with intervention (7-point Likert scale, 1 high). Phase II: change in SCAT-3 concussion symptoms (primary), depression and optimism. RESULTS: Phase 1: A plurality of participants completed the intervention (14 of 20) with high use (110 +/- 18% play) and satisfaction (median +/- interquartile range (IQR) = 2.0+/- 0.0). Phase II: Groups were equivalent on baseline symptoms, intervention duration, gender distribution, days since injury and medication prescription. Symptoms and optimism improved more for the experimental than for the active control cohort (U = 18.5, p = 0.028, effect size r = 0.50 and U = 18.5, p = 0.028, effect size r = 0.51, respectively). CONCLUSIONS: Mobile apps incorporating social game mechanics and a heroic narrative may promote health management among teenagers with unresolved concussion symptoms.
Entities:
Keywords:
Rehabilitation; children; concussion; gaming; intervention; mobile health
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