Play the Pain: A Digital Strategy for Play-Oriented Research and Action

被引:6
作者
Khalili-Mahani, Najmeh [1 ,2 ,3 ,4 ]
Holowka, Eileen [4 ]
Woods, Sandra
Khaled, Rilla [4 ]
Roy, Mathieu [5 ]
Lashley, Myrna [2 ,3 ]
Glatard, Tristan [6 ,7 ]
Timm-Bottos, Janis [8 ]
Dahan, Albert [9 ]
Niesters, Marieke [9 ]
Hovey, Richard B. [10 ]
Simon, Bart [4 ,11 ]
Kirmayer, Laurence J. [2 ,3 ]
机构
[1] McGill Univ, Montreal Neurol Inst, McGill Ctr Integrat Neurosci, Montreal, PQ, Canada
[2] McGill Univ, Div Social Transcultural Psychiat, Montreal, PQ, Canada
[3] Jewish Gen Hosp, Lady Davis Inst, Culture & Mental Hlth Res Unit, Montreal, PQ, Canada
[4] Concordia Univ, Milieux Inst Art Culture & Technol, Technoculture Arts & Game Ctr, Montreal, PQ, Canada
[5] McGill Univ, Dept Psychol, Montreal, PQ, Canada
[6] Concordia Univ, Dept Comp Sci, Montreal, PQ, Canada
[7] Concordia Univ, PERFORM Ctr, Montreal, PQ, Canada
[8] Concordia Univ, Dept Creat Art Therapies, Montreal, PQ, Canada
[9] Leiden Univ, Leiden Univ Med Ctr, Dept Anesthesiol, Leiden, Netherlands
[10] McGill Univ, Fac Dent, Montreal, PQ, Canada
[11] Concordia Univ, Dept Sociol, Montreal, PQ, Canada
来源
FRONTIERS IN PSYCHIATRY | 2021年 / 12卷
关键词
chronic pain; personalized medicine; citizen labs; stigma & discrimination; digital health; serious games (SGs); big-data; play; VIRTUAL-REALITY WORLD; MENTAL-HEALTH; 2ND LIFE; PERCEIVED DISCRIMINATION; PARTICIPATORY RESEARCH; CULTURAL COMPETENCE; ETHNIC-DIFFERENCES; UNITED-STATES; DOUBLE BIND; PATIENT;
D O I
10.3389/fpsyt.2021.746477
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
The value of understanding patients' illness experience and social contexts for advancing medicine and clinical care is widely acknowledged. However, methodologies for rigorous and inclusive data gathering and integrative analysis of biomedical, cultural, and social factors are limited. In this paper, we propose a digital strategy for large-scale qualitative health research, using play (as a state of being, a communication mode or context, and a set of imaginative, expressive, and game-like activities) as a research method for recursive learning and action planning. Our proposal builds on Gregory Bateson's cybernetic approach to knowledge production. Using chronic pain as an example, we show how pragmatic, structural and cultural constraints that define the relationship of patients to the healthcare system can give rise to conflicted messaging that impedes inclusive health research. We then review existing literature to illustrate how different types of play including games, chatbots, virtual worlds, and creative art making can contribute to research in chronic pain. Inspired by Frederick Steier's application of Bateson's theory to designing a science museum, we propose DiSPORA (Digital Strategy for Play-Oriented Research and Action), a virtual citizen science laboratory which provides a framework for delivering health information, tools for play-based experimentation, and data collection capacity, but is flexible in allowing participants to choose the mode and the extent of their interaction. Combined with other data management platforms used in epidemiological studies of neuropsychiatric illness, DiSPORA offers a tool for large-scale qualitative research, digital phenotyping, and advancing personalized medicine.
引用
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页数:23
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