@文章{信息:doi/10.2196/13365,作者=“卡斯特罗- s {\'a}nchez, Enrique和Sood, Anuj和Rawson, Timothy Miles和Firth, Jamie和Holmes, Alison Helen”,标题=“基于抗菌管理干预的电子游戏的预测实施,采用和评估挑战:与多学科利益相关方的联合设计研讨会”,期刊=“J Med Internet Res”,年=“2019”,月=“Jun”,日=“04”,卷=“21”,数字=“6”,页=“e13365”,关键词=“严肃游戏;抗菌药物管理;背景:严肃的游戏被提出来解决缺乏参与和可持续性的传统影响干预措施,旨在提高医院处方者的最佳抗生素使用。目的:研究的目标是预测基于游戏的干预措施的实施、采用和评估方面的差距,并与抗菌临床医生、数字和行为研究人员共同设计解决方案。方法:为2018年3月在英国伦敦举行的严肃健康游戏国际峰会开幕,在严肃游戏、抗菌剂和行为科学领域组织了临床医生和学者的联合开发研讨会。该研讨会已在社交媒体和网络平台上宣布。参与者被要求以小组形式进行工作,并提供一台笔记本电脑/平板电脑和最新版本的游戏《随叫随到:抗生素》。研讨会的领导者指导了围绕实现、采用和评估威胁和潜在解决方案的公开小组讨论。一名观察员核对了讲习班的总结记录。结果:共有29人参加研讨会。 Anticipated challenges to resolve reflected implementation threats such as an inadequate organizational arrangement to scale and sustain the use of the game, requiring sufficient technical and educational support and a streamlined feedback mechanism that made best use of data arriving from the game. Adoption threats included collective perceptions that a game would be a ludic rather than professional tool and demanding efforts to integrate all available educational solutions so none are seen as inferior. Evaluation threats included the need to combine game metrics with organizational indicators such as antibiotic use, which may be difficult to enable. Conclusions: As with other technology-based interventions, deploying game-based solutions requires careful planning on how to engage and support clinicians in their use and how best to integrate the game and game outputs onto existing workflows. The ludic characteristics of the game may foster perceptions of unprofessionalism among gamers, which would need buffering from the organization. ", issn="1438-8871", doi="10.2196/13365", url="//www.mybigtv.com/2019/6/e13365/", url="https://doi.org/10.2196/13365", url="http://www.ncbi.nlm.nih.gov/pubmed/31165712" }
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