| Literature DB >> 34975566 |
Najmeh Khalili-Mahani1,2,3,4, Eileen Holowka4, Sandra Woods5, Rilla Khaled4, Mathieu Roy6, Myrna Lashley2,3, Tristan Glatard7,8, Janis Timm-Bottos9, Albert Dahan10, Marieke Niesters10, Richard B Hovey11, Bart Simon4,12, Laurence J Kirmayer2,3.
Abstract
The value of understanding patients' illness experience and social contexts for advancing medicine and clinical care is widely acknowledged. However, methodologies for rigorous and inclusive data gathering and integrative analysis of biomedical, cultural, and social factors are limited. In this paper, we propose a digital strategy for large-scale qualitative health research, using play (as a state of being, a communication mode or context, and a set of imaginative, expressive, and game-like activities) as a research method for recursive learning and action planning. Our proposal builds on Gregory Bateson's cybernetic approach to knowledge production. Using chronic pain as an example, we show how pragmatic, structural and cultural constraints that define the relationship of patients to the healthcare system can give rise to conflicted messaging that impedes inclusive health research. We then review existing literature to illustrate how different types of play including games, chatbots, virtual worlds, and creative art making can contribute to research in chronic pain. Inspired by Frederick Steier's application of Bateson's theory to designing a science museum, we propose DiSPORA (Digital Strategy for Play-Oriented Research and Action), a virtual citizen science laboratory which provides a framework for delivering health information, tools for play-based experimentation, and data collection capacity, but is flexible in allowing participants to choose the mode and the extent of their interaction. Combined with other data management platforms used in epidemiological studies of neuropsychiatric illness, DiSPORA offers a tool for large-scale qualitative research, digital phenotyping, and advancing personalized medicine.Entities:
Keywords: big-data; chronic pain; citizen labs; digital health; personalized medicine; play; serious games (SGs); stigma & discrimination
Year: 2021 PMID: 34975566 PMCID: PMC8714795 DOI: 10.3389/fpsyt.2021.746477
Source DB: PubMed Journal: Front Psychiatry ISSN: 1664-0640 Impact factor: 4.157
Figure 1Bateson's cybernetic model of knowledge production. In neuropsychological research, the primary aim is to understand underlying mechanisms that give rise to an observable phenomenon. The relation between underlying mechanisms and the observable phenomena is mediated over time by various explanatory variables that may be interpreted flexibly within given contexts. Explanatory variables are influenced by various pragmatic, structural and cultural constraints and are prone to conflicts (including double binds) which involve recursive looping processes that must be studied over time and across contexts. The knowledge that emerges in this cybernetic model is often language dependent; however, if concepts are operationalized in measurable ways and sufficient data are collected, certain aspects can be represented by formal mathematical models.
Examples of double binds in chronic pain communication.
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| Intense relationship between two individuals that affects survival of at least one. | • The goal of the physician-patient relationship is the health and well-being the patient, but the biomedical priorities are usually treatment of underlying disease, symptom reduction, and improvement in functional status. |
| Conflictual messaging | • Pain is a biological reality, but there are not yet accurate biomarkers for pain; hence its assessment and monitoring depend crucially on subjective report. |
| Messaging that implies a cost or punishment | • If pain cannot be assessed objectively, then the patient who reports persistent pain may be viewed as exaggerating, amplifying, malingering or drug-seeking. |
| The parties are not allowed to escape the interaction with each other or comment on the larger frame that confines them | • Patients are dependent on the biomedical health care system for authoritative treatment and for legitimacy in relation to disability, insurance, and compensation systems. |
Figure 2An extended cybernetic model for pain research. This diagram represents potential sites for data collection in the system of relationships between factors that govern the interaction of an individual patient and the health care system. Variables that relate to patients (indicated in green) include personal experiences and expressions of pain, as well as individual beliefs, psychological traits, and behaviors that express patients' agency, e.g., their treatment preferences and choices. Variables that relate to medical professionals (in pink) include the availability of evidence-based treatments with established safety and efficacy, and economic factors that affect the availability of services. Cultural contexts influence psychosocial factors (in orange) and reflect individuals' personal history and the community and wider social contexts in which they live. Social factors such as support systems, the implicit biases of healthcare institutions, and stigma (e.g., due to the perceived risk of addiction to opioid analgesics) influence individuals' pain experience and interactions with the health care system. Healthcare policy (in blue) influences the availability of care options (complementary and alternative, non-pharmacological, and biomedical) by determining their affordability, accessibility and acceptability. Different research methodologies can be deployed to investigate the interactions between these variables, including: quantitative data collection through a digital interface (indicated by a screen icon), e.g., analgesic efficacy and safety, cost, and availability of support; participatory action research (community icon), e.g., the study of stigma, community factors, implicit biases or economic factors; and play (theater masks icon) which can provide a flexible frame for studying interactions that are not captured by conventional research methodologies.
Research questions, domains of inquiry and potential modes of data collection about factors that influence chronic pain experience and treatment.
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| Personal factors | Value-based beliefs | x | x | x | x | |||
| Behaviors | x | x | x | x | ||||
| Affordances | x | x | x | x | x | |||
| Health states | x | x | x | |||||
| Economic factors | Affordability | x | x | x | x | |||
| Accessibility | x | x | x | |||||
| Acceptance | x | x | x | |||||
| Social factors | Stigma and implicit bias | x | x | x | x | x | ||
| Promoting cultural exchange | x | x | x | |||||
| Support systems | x | x | x | x | ||||
| Medical factors | Pharmacological interventions | x | x | |||||
| Complementary interventions | x | x | x | x | x | x | ||
| Side Effects | x | x | x | x | x | |||
| Safety and Efficacy | x | x | x | |||||
Figure 3A schematic representation of DiSPORA. Set up similarly to a science museum, the DiSPORA research environment is framed by a set of digitally implemented modules that provide information, offer tools for experimenting with suggested interventions, and capture data from interactions. Play is implemented as a strategy for data collection, encouraging a playful mindset (playing with different ideas) and providing a framework for activities (chatbots, serious games, simulated worlds). The system is designed to be flexible, allowing participants to share ideas or beliefs, decide on the type of experimentation and knowledge generation, select activities, and choose the type and extent of data-sharing they prefer and for which they give explicit consent.
Figure 4Features of PlaythePain App. The app allows uses to track their pain experience in ways similar to conventional pain diaries. Data-generation via play is supported by features including: Talk, where an interactive chatbot encourages conversations about various topics which the player selects; Share, a social-media like forum for sharing art and ideas; and Play, a catalog of various playful activities that are coached through third-party applications, either suggested by researchers or introduced to the forum by participants.