| Literature DB >> 34957461 |
Stefan Hoffmann1, Robert Schraut1, Thomas Kröll1, Wiebke Scholz1, Tatiana Belova1, Johann Erhardt1, Daniel Gollmer1, Christian Mauck1, Giorgos Zacharioudakis2, Marcel Meyerheim3, Panos Bonotis4, Christine Kakalou4, Maria Chatzimina2, Christina Karamanidou4, Annette Sander5, Jana Didi6, Norbert Graf3, Pantelis Natsiavas4.
Abstract
MyPal is a European initiative focusing on the use of the electronic patient reported outcome (ePRO) measures to enhance patient engagement in palliative cancer care via digital self-reporting palliative care for patients with cancer. As a part of its approach, MyPal also focuses on pediatric patients, implementing a specific digital health platform including a serious game to facilitate the reporting of the symptoms and overall status regarding their quality of life (QoL). To this end, the reduction of psychological burden related to frequent reporting, a.k.a. as "reporting fatigue" has been identified as a priority. In this study, we present the MyPal-CHILD platform, emphasizing on the serious game named AquaScouts and its key design decisions, while also emphasizing on the respective challenges. More specifically, we provide insights on the participatory design approach applied during the design of the platform and the high-level goals defined based on end-user input. In addition, the validation process applied before the use of the platform under real-world conditions is also presented. Finally, we discuss a number of challenges and the prospects of deploying eHealth interventions to support palliative care.Entities:
Keywords: childhood cancer; eHealth; mHealth; palliative care; patient reported outcomes; serious games
Year: 2021 PMID: 34957461 PMCID: PMC8692290 DOI: 10.3389/fdgth.2021.730948
Source DB: PubMed Journal: Front Digit Health ISSN: 2673-253X
Figure 1Technical overview: the MyPal Carer app is used by the caregiver to answer questionnaires as a proxy, while the pediatric patient can either answer them in-game via “AquaScouts” or by navigating to their own dedicated module in the MyPal Child app.
Figure 2Diver concept drawing:- 2D concept drawings were used as a reference for the three-dimensional diver model. Players can choose a female or male diver character and customize their appearance.
Figure 3Visual style development of the underwater world.
Figure 42D concepts of the alien creatures.
Figure 5Left: Example of gameplay. Pink, blue and green blips can be collected for points. Obstacles need to be avoided. Center: Result screen with reward. Right: Exemplary finished artifact.
Figure 6Left: In-game question, Center: Sick Bay with one questionnaire. More questionnaires can be shown here if available. Right: Exemplary symptom questionnaire.
Figure 7Aggregated Dashboard - General Information.
Figure 8Aggregated Dashboard - Symptom Screenings.
Figure 9Individual's dashboard example.
Figure 10The patterns on the left show a simulated course of symptoms over 14 days, defined by clinicians. In the center are the balancing factors described in the “Questions Prioritization Scheme” section. To the right are the resulting sample patterns, assuming the app is used three times a day. Three columns represent 1 day (morning, noon, and evening).