Teaching Patients With Advanced Cancer To Self-Advocate: Development And Acceptability Of The Strong Together (Tm) Serious Game

Teresa Hagan Thomas, Mary McLaughlin, Margaret Hayden, Elizabeth Shumaker, Jessica Trybus, Eben Myers, Anthony Zabiegalski,Susan M Cohen

GAMES FOR HEALTH JOURNAL(2019)

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Abstract
Objective: Serious games are a growing form of psychoeducation, although few studies have evaluated serious games for patients with advanced cancer. The purpose of this study was to develop and assess the initial acceptability of a serious game to teach women with advanced cancer self-advocacy skills, including communication, decision-making, and social connectivity, to improve their quality of life with cancer. Materials and Methods: We conducted a multistage, user-centered codesign process to develop the content of the game that was consistent with our work on how patients self-advocate and patients' preferences for the game. First, we conducted an open pilot study of a mock paper version of the game by assessing patients' interest in the serious game. Second, we organized a diverse expert panel to develop the serious game with a company, Simcoach Games, using patient-centered design approaches with multiple rounds of patient feedback. Finally, we performed acceptability testing of the game by asking patients their perceptions of the game's appropriateness, realism, and entertainment. Results: During the three stages of game development, patients reported that the serious game was appropriate, informative, useful, and relevant to their challenges as patients with cancer. Suggestions for improvement included tailoring the game to a patient's specific situation, providing the game early in treatment, and including caregivers and other patients in the game play. Conclusion: The Strong Together (TM) serious game demonstrates the potential to assist patients in advocating for their needs and priorities. Future work will use patient suggestions to improve the game before efficacy testing.
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Key words
Symptom assessment, Videogames, Virtual systems, Psychoeducation, Health games, Usability, Communication, Decision-making
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