@Article{信息:doi 10.2196 / / jmir。1519年,作者=“Reichlin, Lindsey和Mani, Nithya和McArthur, Kara和Harris, Amy M和Rajan, Nithin和Dacso, Clifford C”,标题=“评估交互式严肃游戏在帮助局部前列腺癌患者治疗决策中的可接受性和可用性”,期刊=“J Med Internet Res”,年=“2011”,月=“1”,日=“12”,卷=“13”,数=“1”,页=“e4”,关键词=“严肃游戏;前列腺癌;共同决策;背景:被诊断为局限性前列腺癌的男性面临着一个可能改变其生活的治疗决定,这个决定可能令人不知所措。通过教育提高病人的知识,可以显著减少不确定性的感觉,同时增加决策的信心。在其他人群中,严肃游戏已被证明可以增加健康知识,并有助于健康决策过程。我们开发了一个互动的严肃游戏,Time After Time,它将基于证据的治疗结果数据转化为易于理解的格式,供男性在前列腺癌治疗决策过程中使用。该游戏旨在提高男性对与主要治疗方案相关的健康相关生活质量问题的认识和理解,并丰富他们与医疗保健提供者的对话。目的:本研究确定Time After Time alpha版本的可接受性和可用性,Time After Time是一款用于诊断为局限性前列腺癌的男性的交互式决策辅助工具,目的是为这款严肃游戏的未来迭代提供信息。 Methods: The study employed a mixed methods approach to assess the acceptability and usability of the Time After Time serious game using qualitative focus groups and a quantitative Likert scale survey. Results: A total of 13 men who had already completed treatment for localized prostate cancer completed the survey and participated in focus group meetings. The majority of the study participants rated Time After Time as an appropriate decision tool for localized prostate cancer and verified that it meets its goals of increasing focus on side effects and generating questions for the patient's health care team. However, participants also expressed concerns about game usability and the diversity of information covered regarding treatment options and potential treatment outcomes. Conclusions: Serious games are a promising approach to health education and decision support for older men. Participants were receptive to the idea of a serious game as a decision aid in localized prostate cancer. However, usability issues are a major concern for this demographic, as is clarity and transparency of data sources. ", issn="1438-8871", doi="10.2196/jmir.1519", url="//www.mybigtv.com/2011/1/e4/", url="https://doi.org/10.2196/jmir.1519", url="http://www.ncbi.nlm.nih.gov/pubmed/21239374" }
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