Reducing concussion symptoms among teenage youth: Evaluation of a mobile health app

被引:20
作者
Worthen-Chaudhari, Lise [1 ,2 ]
McGonigal, Jane [3 ]
Logan, Kelsey [4 ,5 ]
Bockbrader, Marcia A. [1 ,2 ]
Yeates, Keith O. [6 ,7 ]
Mysiw, W. Jerry [1 ,2 ]
机构
[1] Ohio State Univ, Dept Phys Med, Columbus, OH 43210 USA
[2] Ohio State Univ, Rehabil & Neurol Inst, Columbus, OH 43210 USA
[3] Inst Future, Palo Alto, CA USA
[4] Univ Cincinnati, Coll Med, Div Sports Med, Cincinnati Childrens Hosp,Med Ctr, Cincinnati, OH USA
[5] Univ Cincinnati, Coll Med, Dept Pediat, Cincinnati, OH USA
[6] Univ Calgary, Alberta Childrens Hosp, Res Inst, Dept Psychol, Calgary, AB, Canada
[7] Univ Calgary, Hotchkiss Brain Inst, Calgary, AB, Canada
关键词
Rehabilitation; intervention; children; concussion; mobile health; gaming; TRAUMATIC-BRAIN-INJURY; ECOLOGICAL MOMENTARY ASSESSMENT; SPORTS-RELATED CONCUSSION; STUDIES DEPRESSION SCALE; LIFE ORIENTATION TEST; HIGH-SCHOOL; RECOVERY; ADOLESCENTS; CHILDREN; ANXIETY;
D O I
10.1080/02699052.2017.1332388
中图分类号
Q189 [神经科学];
学科分类号
071006 ;
摘要
Objective: To evaluate whether a mobile health application that employs elements of social game design could compliment medical care for unresolved concussion symptoms.Design: Phase I and Phase II (open-label, non-randomized, ecological momentary assessment methodology).Setting: Outpatient concussion clinic.Participants: Youth, aged 13-18 years, with concussion symptoms 3+ weeks after injury; Phase I: n = 20; Phase II: n = 19.Interventions: Participants received standard of care for concussion. The experimental group also used a mobile health application as a gamified symptoms journal.Outcome measures: Phase I: feasibility and satisfaction with intervention (7-point Likert scale, 1 high). Phase II: change in SCAT-3 concussion symptoms (primary), depression and optimism.Results: Phase 1: A plurality of participants completed the intervention (14 of 20) with high use (110 +/- 18% play) and satisfaction (median +/- interquartile range (IQR) = 2.0+/- 0.0). Phase II: Groups were equivalent on baseline symptoms, intervention duration, gender distribution, days since injury and medication prescription. Symptoms and optimism improved more for the experimental than for the active control cohort (U = 18.5, p = 0.028, effect size r = 0.50 and U = 18.5, p = 0.028, effect size r = 0.51, respectively).Conclusions: Mobile apps incorporating social game mechanics and a heroic narrative may promote health management among teenagers with unresolved concussion symptoms.
引用
收藏
页码:1279 / 1286
页数:8
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