| Literature DB >> 31573904 |
Riin Tark1,2, Mait Metelitsa1,2, Kirsti Akkermann1, Kadri Saks3, Sirje Mikkel4, Kadri Haljas2.
Abstract
BACKGROUND: Mental disorders are notably prevalent in children with chronic illnesses, whereas a lack of access to psychological support might lead to potential mental health problems or disruptions in treatment. Digitally delivered psychological interventions have shown promising results as a supportive treatment measure for improving health outcomes during chronic illness.Entities:
Keywords: cancer; chronic illness; coping skills; mHealth; mental health; mobile app; pediatrics; psychological feedback; psychological stress
Year: 2019 PMID: 31573904 PMCID: PMC6792029 DOI: 10.2196/13776
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Visual representation of the intervention, displaying a screenshot: (a) from the introduction to the game (storyline), (b) from customization, and (c) from the obstacle course mini-game.
Overview of the intervention modules.
| Module | Rationale | Description | |
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| Mental state | Profiles and screens to create preconditions for support [ | Questions to form the player’s profile are prompted during the onboarding of the game. After the onboarding, the question how one feels at the moment is prompted daily. Two or more questions per day about symptoms of depression, anxiety, attention problems, and general health (well-being) are prompted depending on the player’s profile. In addition, well-being questions are accessible to the players throughout the game, ie, more than 2 questions per day can be answered by the player. |
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| Motivation and attitudes | Offers more specific psychological targets [ | SDTa questions about general attitude toward health, autonomy, competence, and relatedness are monitored once a week. |
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| Offers relevant information about the illness, treatment rationale, potential side effects, and hospital environment so that the child could be motivated and an informed participant in his or her treatment process [ | After the onboarding, educational module is accessible to the player throughout the game. The topics are not presented in a predetermined order, ie, they appear based on the choices made by the player. The educational module presents each topic at 2 levels. First, the general introductory overview of the topic at hand is presented to the player. After the completion of the introductory level, more challenging in-depth educational description about the topic is presented to the player. This is followed by self-control questions that allow for the assessment and feedback about the acquisition of new information. |
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| Psychological support | On the basis of the child's profile, the module offers psychoeducation and coping techniques [ | Symptoms of depression, anxiety, attention problems, and general health questions all have 3 possible answers—sometimes, often, and rarely—based on which psychoeducation, psychological techniques, or praise is offered. |
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| Health behavior change | Motivates children to learn and engage in health-promoting behaviors through an educational module and content-relevant mini games (eg, a mini game that reminds the child to keep oneself well hydrated) [ | Progressing in certain mini games requires applying information learned in educational module, which supports the motivation to engage in healthy behaviors and facilitates the consolidation of the acquired information. |
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| Emotion regulation | Helps children learn about identifying and regulating emotions [ | Educational module includes information about 6 basic emotions, which the player also has to recognize in city kids. The circumplex model helps player to become better at identifying and relating to various emotional states. To be more specific, circumplex model, based affective state-space, gives the player a mental model to understand and relate to different specific emotional states, thus possibly facilitating cognitive top-town emotional regulation. |
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| Coping | Helps children better understand their new health situation [ | Educational module information about one’s health situation and treatment procedures helps to normalize the daily challenges, wherein the support module offers ways how to cope with those challenges. |
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| Storyline | Engages and fosters learning [ | The storyline is introduced to the player during the onboarding. |
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| Activities common among children | Offers regular activities experience through entertaining games (eg, football), as children may be excluded from their social environment | Mini games are always accessible to the player after the onboarding. |
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| Cognitive distraction and cognitive challenge | Offers distraction and challenges through mini games such as puzzles, tic-tac-toe, and memory game | Mini games are always accessible to the player after the onboarding. |
aSDT: Self-Determination Theory.
Figure 2Presentation of specific emotional states in emotional state-space circumplex created by core affect dimensions valence and arousal: (a) displays appearance of the prompted question, (b) displays all possible answers, whereas (c) and d) display the appearance of answers when moving towards sectors of the circumplex.
Figure 3Participant flow diagram.
Sample characteristics.
| Variable | Patients who declined participation | Analytic sample | ||
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| Girls | 2 (33) | 4 (44) | .67 |
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| Boys | 4 (67) | 5 (56) | .67 |
| Age (years), mean (SD) | 10.5 (2.4) | 9.1 (1.5) | .18 | |
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| Estonian | 4 (67) | 7 (78) | .63 |
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| Russian | 2 (33) | 2 (22) | .63 |
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| CNSa tumor | N/Ab | 1 (11) | N/A |
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| Leukemia | N/A | 6 (67) | N/A |
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| Other | N/A | 2 (22) | N/A |
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| Newly diagnosed | N/A | 1 (11) | N/A |
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| On treatment | N/A | 6 (67) | N/A |
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| Recurrent | N/A | 2 (22) | N/A |
aCNS: central nervous system.
bN/A: not applicable.
Usability and acceptability evaluations for the intervention.
| Evaluations | Value, n (%) | |
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| Number of participants in analysis | 9 (100) |
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| Triumf game was easy to use | 9 (100) |
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| Triumf game instructions were not confusing | 7 (78) |
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| There was not too much to read in Triumf game | 4 (44) |
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| I learned something new from Triumf game | 7 (78) |
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| I would play Triumf game more | 7 (78) |
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| Number of participants in analysis | 8 (100) |
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| I liked Triumf game visuals | 7.5 (94) |
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| I liked Triumf game activities | 8 (100) |
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| I liked Triumf game characters | 7.5 (94) |
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| Triumf game contained beneficial information | 8 (100) |
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| Triumf game information was trustworthy | 8 (100) |