| Literature DB >> 29233854 |
Deepika Mohan1, Coreen Farris2, Baruch Fischhoff3, Matthew R Rosengart4, Derek C Angus1, Donald M Yealy5, David J Wallace1, Amber E Barnato6.
Abstract
OBJECTIVE: To determine whether a behavioral intervention delivered through a video game can improve the appropriateness of trauma triage decisions in the emergency department of non-trauma centers.Entities:
Mesh:
Year: 2017 PMID: 29233854 PMCID: PMC5725983 DOI: 10.1136/bmj.j5416
Source DB: PubMed Journal: BMJ ISSN: 0959-8138
Fig 1Selected screenshots from interaction between Andy and his boss, the department chair. In this instance, Andy has failed to transfer a patient (Benjamin) with a cervical spine fracture to a trauma center, and Benjamin has returned with a central cord syndrome. During the conversation, players can choose how they want to respond to the department chair’s criticism of their performance, either accepting responsibility or arguing that the complication represents the natural evolution of the disease process rather than a diagnostic error
Fig 2Screenshots from the virtual simulation (outcome assessment tool). A) Each case included a 2D rendering of the patient, a chief complaint, vital signs, a history, and a written description of the physical exam. B) Physicians could select from a prespecified list of 250 medications, studies, and procedures. C) Audiovisual distractors were included, such as nursing requests for help with disruptive patients, to increase the verisimilitude of the experience
Fig 3Screening, randomization, and analysis. In total, 297 (81%) physicians completed the simulations during the initial trial and 122 (61%) completed the simulations during the follow-up study
Characteristics of participating physicians in study of effect of video game versus traditional educational apps on triage decisions in simulated trauma cases. Figures are numbers (percentage) unless stated otherwise
| Characteristic | Game | Educational apps | |||
|---|---|---|---|---|---|
| Initial study (n=149) | Follow-up study (n=64) | Initial study (n=148) | Follow-up study (n=58) | ||
| Mean (SD) age (years) | 40 (9.4) | 38 (7.5) | 40 (8.4) | 38 (7.3) | |
| Female | 47 (32) | 28 (44) | 54 (37) | 18 (31) | |
| Mean (SD) years of experience | 9.1 (9.0) | 8.2 (7.4) | 8.0 (8.1) | 7.7 (7.4) | |
| Race: | |||||
| White (non-Hispanic) | 104 (70) | 45 (70) | 97 (66) | 37 (63) | |
| White (Hispanic) | 11 (7) | 4 (6) | 12 (8) | 4 (7) | |
| Black | 4 (3) | 2 (3) | 6 (4) | 1 (2) | |
| Asian | 25 (17) | 13 (20) | 25 (17) | 14 (24) | |
| American Indian | 2 (1) | 0 (0) | 3 (2) | 1 (2) | |
| Other | 3 (2) | 0 (0) | 5 (3) | 2 (4) | |
| Primary board certification: | |||||
| Emergency medicine | 141 (95) | 61 (95) | 142 (96) | 58 (98) | |
| Internal medicine/family practice | 7 (5) | 3 (5) | 3 (2) | 1 (2) | |
| Other | 1 (1) | 0 (0) | 2 (1) | 0 (0) | |
| ATLS certified | 105 (71) | 49 (77) | 102 (69) | 41 (71) | |
| Practice at trauma center: | |||||
| Level I | 15 (10) | 6 (9) | 5 (3) | 2 (3) | |
| Level II | 9 (6) | 3 (5) | 7 (5) | 3 (5) | |
| Level III | 19 (13) | 7 (11) | 23 (16) | 10 (17) | |
| Level IV | 5 (3) | 3 (5) | 2 (1) | 1 (2) | |
| None | 101 (68) | 45 (70) | 110 (75) | 42 (72) | |
| Means (SD) score for personality traits | |||||
| Extraversion | 3.5 (1.0) | 3.6 (0.97) | 3.6 (1.0) | 3.5 (1.01) | |
| Agreeableness | 3.6 (0.79) | 3.5 (0.78) | 3.6 (0.81) | 3.6 (0.9) | |
| Conscientiousness | 4.3 (0.57) | 4.3 (0.6) | 4.3 (0.68) | 4.3 (0.7) | |
| Neuroticism | 2.2 (0.83) | 2.3 (0.89) | 2.1 (0.82) | 2.1 (0.9) | |
| Openness | 3.4 (0.89) | 3.2 (0.83) | 3.6 (0.91) | 3.6 (0.96) | |
Assessed with Big Five Inventory-10.33
Assessment of triage decision making by physicians randomized to video game versus traditional educational apps based on educational programs on simulated trauma cases with analyses of variance
| Proportion under-triaged (No) | Estimated difference (95% CI) | F statistic | P value | ||
|---|---|---|---|---|---|
| Video game | Educational apps | ||||
| Main model | 0.53 (149) | 0.64 (148) | 0.11 (0.05 to 0.16) | 4.91 | <0.001 |
|
| |||||
| Excluding physicians who work at trauma centers | 0.56 (125) | 0.65 (135) | 0.09 (0.03 to 0.15) | 0.29 | 0.002 |
| Excluding physicians who experienced usability issues | 0.53 (105) | 0.64 (136) | 0.11 (0.05 to 0.17) | 12.53 | <0.001 |
| Excluding cases in which patient died | 0.64 (149) | 0.76 (148) | 0.12 (0.06 to 0.18) | 17.23 | <0.001 |
|
| |||||
| Types of cases: | |||||
| Representative cases | 0.44 (149) | 0.47 (148) | 0.03 (−0.05 to 0.11) | 0.58 | 0.45 |
| Non-representative cases | 0.63 (149) | 0.81 (148) | 0.18 (0.11 to 0.25) | 24.81 | <0.001 |
| Adherence: | |||||
| Exposure <75 min | 0.59 (51) | 0.67 (33) | 0.08 (−0.03 to 0.19) | 2.25 | 0.13 |
| Exposure 75-105 min | 0.53 (85) | 0.63 (91) | 0.09 (0.02 to 0.17) | 6.61 | 0.01 |
| Exposure>105 minutes | 0.36 (13) | 0.65 (24) | 0.29 (0.13 to 0.45) | 13.32 | <0.001 |
| Likeability: | |||||
| Did not report enjoying intervention | 0.56 (149) | 0.60 (148) | 0.04 (−0.11 to 0.18) | 0.28 | 0.60 |
| Six month follow-up: | |||||
| Duration of treatment effect | 0.57 (64) | 0.74 (59) | 0.17 (0.09 to 0.25) | 16.14 | <0.001 |
Assessment of triage decision making by physicians randomized to video game versus traditional educational apps based on educational programs on simulated trauma cases with Poisson regression models
| Relative risk (95% CI) | P value | |
|---|---|---|
| Main model (n=297) | ||
| Exposure to video game (reference: educational program) | 0.86 (0.75 to 0.99) | 0.04 |
| Completion of outcome assessment under conditions of high cognitive load (reference: low load) | 1.06 (0.94 to 1.20) | 0.34 |
|
| ||
| Excluding physicians who work at level I/II trauma center (n=260): | ||
| Exposure to video game (reference: educational program) | 0.86 (0.78 to 0.95) | 0.003 |
| Completion of outcome assessment under conditions of high cognitive load (reference: low load) | 1.02 (0.92 to 1.12) | 0.73 |
| Excluding physicians who experienced usability issues with interventions (n=241): | ||
| Exposure to video game (reference: educational program) | 0.82 (0.74 to 0.92) | 0.001 |
| Completion of outcome assessment under conditions of high cognitive load (reference: low load) | 0.99 (0.90 to 1.10) | 0.92 |
| Excluding cases in which patients died (n=297): | ||
| Exposure to video game (reference: educational program) | 0.84 (0.78 to 0.91) | <0.001 |
| Completion of outcome assessment under conditions of high cognitive load (reference: low load) | 1.02 (0.94 to 1.10) | 0.66 |
|
| ||
| Cases with representative severe injuries (n=297): | ||
| Exposure to video game (reference: educational program) | 0.93 (0.78 to 1.11) | 0.45 |
| Cases with non-representative severe injuries (n=297) | ||
| Exposure to video game (reference: educational program) | 0.78 (0.70 to 0.86) | <0.001 |
| Adherence (n=297): | ||
| Exposure to video game (reference: educational program) | 0.82 (0.75 to 0.90) | <0.001 |
| Time spent on intervention: 75-105 min (reference <75 min) | 0.92 (0.83 to 1.01) | 0.11 |
| Time spent on intervention: >105 minutes (reference <75 min) | 0.84 (0.71 to 0.99) | 0.04 |
| Likeability (n=297) | ||
| Exposure to video game (referent: educational program) | 0.81 (0.72 to 0.91) | <0.001 |
| Did not describe liking intervention (reference: liked intervention) | 1.04 (0.92 to 1.19) | 0.45 |
|
| ||
| Duration of treatment effect (n=122) | ||
| Exposure to video game (reference: educational program) | 0.77 (0.67 to 0.88) | <0.001 |
Sensitivity analysis to test effect of missing outcome data in study of effect of video game versus traditional educational apps based on educational programs with analyses of variance
| Proportion of under-triage | Mean difference (95% CI) | P value | ||
|---|---|---|---|---|
| Video game | Educational apps | |||
| Main analysis (n=297) | 0.53 | 0.64 | 0.11 (0.05 to 0.16) | <0.001 |
|
| ||||
| Missing physicians in game arm would have performed similarly to those observed in educational arm and missing physicians in educational arm would have performed similarly to those observed in their cohort | 0.55 | 0.64 | 0.09 (0.03 to 0.14) | 0.003 |
|
| ||||
| Missing physicians in game arm would have performed similarly to those observed in their cohort and missing physicians in educational arm would have performed similarly to those observed in game arm | 0.53 | 0.62 | 0.09 (0.03 to 0.14) | <0.002 |
|
| ||||
| Missing physicians in game arm would have performed similarly those observed in educational arm and missing physicians in educational arm would have performed similarly those observed in game arm | 0.55 | 0.62 | 0.07 (0.01 to 0.12) | 0.02 |
Adherence, usability, and likeability of video game versus traditional educational apps. Figures are numbers (percentage) unless stated otherwise
| Measure | Game | Educational apps | |||
|---|---|---|---|---|---|
| Data | Example of qualitative feedback | Data | Example of qualitative feedback | ||
| Median (IQR) time spent on intervention (min) | 90 (60-120) | NA | 90 (65-120) | NA | |
| Described problem with usability of apps | 44 (30) | Not much of a gamer but enjoyed the app. Loved the mystery solving aspect of the game - found it annoying that if you accidentally clicked on “discharge” a “multi-trauma patient” for example, you could not go back and edit your mistake | 12 (8) | The myATLS app is useful but the user interface could be improved…A better interface would make the otherwise useful info better. The review app has great questions, but is also in need of a better user interface. The questions are great and it's very responsive, but could be improved to the standard of other quiz apps | |
| Commented positively about likeability of intervention | 60 (40) | The game, Night Shift, was a really fun experience. The story was interesting and had my attention to details as I wanted to solve the mystery and to connect the dots. It felt realistic and I could put myself in a position of the main character | 135 (91) | The iPad apps were very user friendly. I completed questions while I was on a flight, and it was actually entertaining and made the time go by quickly. If I wanted to review a specific topic from a question, I could easily pull up the chapter | |
| Commented negatively about likeability of intervention | 89 (60) | The overall effect seemed more of a distraction than a help. I am not sure if I am to be more concerned with the “US NAVY” or the fact that elderly with trauma do better at a trauma hospital. The entire time I was playing the game I kept focusing on who wrote this the program and what their goal might be | 13 (9) | myATLS was too superficial. More of an outline rather than substantive reading | |
NA=not applicable.
Participants were asked to use their intervention(s) for minimum of one hour and to report their usage.
Participants could provide both positive and negative feedback about their interventions.