Official Title: Evaluation of the Usability of Mindfulness-based Serious Games for Pediatric Patient Who Need Pain Control
Status: COMPLETED
Status Verified Date: 2024-07
Last Known Status: None
Delayed Posting: No
If Stopped, Why?: Not Stopped
Has Expanded Access: No
If Expanded Access, NCT#: N/A
Has Expanded Access, NCT# Status: N/A
Acronym: None
Brief Summary: 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
Detailed Description: 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 eg 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
Scoring Usability is measured using the MARS Mobile Application Rating Scale and uMARS user version of the Mobile Application Rating Scale in a group of professionals and pediatric and adolescent patients Full score of MARS 145 Full score of uMARS 130
Study period For 1 hour after study enrollment Usability survey After experiencing a mindfulness-based functional game