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临床试验/NCT06522425
NCT06522425已完成不适用

Evaluation of the Usability of Mindfulness-based Serious Games for Pediatric Patient Who Need Pain Control

Samsung Medical Center2 个研究点 分布在 2 个国家目标入组 19 人开始时间: 2023年11月2日最近更新:
适应症

试验速览

阶段
不适用
状态
已完成
入组人数
19
试验地点
2
主要终点
Usability Evaluation of the Mindfulness-Based Serious Game

研究概览

简要总结

The purpose of this study is to evaluate the usability of a mindfulness-based serious game developed for pediatric and adolescent patients who require pain management during their disease treatment. We conducted usability evaluations targeting both professional and user groups. Both groups experienced the mindfulness-based serious game and then participated in a usability survey and interview.

详细描述

Background : Pain management is a critical aspect of treatment for pediatric and adolescent patients, especially those undergoing long-term or chronic disease management. Traditional pain management strategies often include pharmacological interventions, which may not be sufficient on their own and can have undesirable side effects. Consequently, there is a growing interest in complementary approaches that can enhance pain management and provide holistic care.

Mindfulness-based interventions have been shown to be effective in managing chronic pain by helping individuals develop a greater awareness of their physical and emotional states, thereby reducing the perception of pain. Serious games, which incorporate elements of play and interaction, offer a novel and engaging way to deliver mindfulness training. These games can be particularly appealing to younger patients, making it easier to integrate mindfulness practices into their daily routines.

Objective : The purpose of this study was to evaluate the usability of a mindfulness-based serious game developed for pediatric and adolescent patients who require pain management during their disease treatment.

Design: mixed-methods design Setting: In the emergency department at Samsung Medical Center Enrollment : 9 professionals (e.g., medical staff, child development specialists, and psychologists) and 10 pediatric and adolescent patients.

Intervention : Both professional and pediatric and adolescent patient groups experience a mindfulness-based functional game developed for pain management through a tablet.

研究设计

研究类型
Interventional
分配方式
Non Randomized
干预模型
Parallel
主要目的
Other
盲法
None

入排标准

年龄范围
5 Years 至 17 Years(Child)
性别
All
接受健康志愿者

入选标准

  • Pediatric patients aged 5-17 years.
  • Currently taking adjuvant analgesics or narcotic/non-narcotic analgesics for pain control.
  • Able to provide voluntary assent and have parental/guardian consent.

排除标准

  • Diagnosed with a psychiatric disorder characterized by psychotic features.
  • Have visual or auditory impairments that would make it difficult to understand and play the game.
  • Professionals
  • Inclusion Criteria:
  • Medical staff specializing in pediatric care or individuals with a doctoral degree in child development or psychology
  • Able to provide voluntary informed consent.
  • Exclusion Criteria:
  • Have visual or auditory impairments that would make it difficult to understand and play the game.

结局指标

主要结局

Usability Evaluation of the Mindfulness-Based Serious Game

时间窗: Immediately post-intervention

The usability of the mindfulness-based serious game will be measured using the Mobile Application Rating Scale (MARS) and its user version (uMARS). These scales assess the app's engagement, functionality, aesthetics, information, subjective quality and app-specific quality.

次要结局

  • Qualitative Feedback from Interviews(Immediately post-intervention)

研究者

申办方类型
Other
责任方
Sponsor

研究点 (2)

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