TY -的盟Castro-Sanchez恩里克盟——Sood Anuj AU -罗森,非盟-弗斯盖英里,杰米盟——福尔摩斯,艾莉森海伦PY - 2019 DA - 2019/06/04 TI -预测的实现,采用,对电子基于游戏的抗菌药物管理和评估的挑战干预:与多学科利益相关者共同设计车间乔- J地中海互联网Res SP - e13365六世- 21 - 6千瓦严肃游戏KW -抗菌管理KW - AB医学教育背景:已经提出了严肃的游戏,以解决缺乏参与和可持续性的问题,这些问题传统上影响着旨在改善医院处方者最佳抗生素使用的干预措施。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。需要解决的预期挑战反映了执行威胁,例如不充分的组织安排来扩展和维持游戏的使用,需要足够的技术和教育支持,以及最佳利用游戏数据的精简反馈机制。 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. SN - 1438-8871 UR - //www.mybigtv.com/2019/6/e13365/ UR - https://doi.org/10.2196/13365 UR - http://www.ncbi.nlm.nih.gov/pubmed/31165712 DO - 10.2196/13365 ID - info:doi/10.2196/13365 ER -
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