2020
DOI: 10.2196/14766
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Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation

Abstract: Background Serious gaming could support patients in learning to cope with chronic pain or functional somatic syndromes and reduce symptom burdens. Objective To realize this potential, insight is needed into how, why, for whom, and when it works in actual treatment circumstances. Methods Following a realist approach, process evaluations were performed before, during, and after a two-armed, natural quasi-exper… Show more

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Cited by 16 publications
(10 citation statements)
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References 121 publications
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“…A few articles described involving patients and other stakeholders as experts by experience, expert consultants and respondents in an effort to evaluate the acceptability and feasibility of research 14 or data analytics in mental health care. 59 , 88 , 89 , 90 , 91 , 92 , 93 , 94 , 95 , 96 , 97 , 98 , 99 Others showed commitment to user engagement or user experience (XE) to enhance randomized controlled trials, 100 implementation reviews, guidelines for design or reviews of commercially available mental health apps. 101 , 102 , 103 , 104 , 105 , 106 , 107 , 108 , 109 , 110 , 111 , 112 …”
Section: Resultsmentioning
confidence: 99%
“…A few articles described involving patients and other stakeholders as experts by experience, expert consultants and respondents in an effort to evaluate the acceptability and feasibility of research 14 or data analytics in mental health care. 59 , 88 , 89 , 90 , 91 , 92 , 93 , 94 , 95 , 96 , 97 , 98 , 99 Others showed commitment to user engagement or user experience (XE) to enhance randomized controlled trials, 100 implementation reviews, guidelines for design or reviews of commercially available mental health apps. 101 , 102 , 103 , 104 , 105 , 106 , 107 , 108 , 109 , 110 , 111 , 112 …”
Section: Resultsmentioning
confidence: 99%
“…In contrast, Vilardaga et al [ 97 ] refer to serious games as “games not for entertainment,” possibly excluding entertainment as part of a serious game altogether. Furthermore, some authors [ 95 , 104 , 105 ] seem to consider serious games as an augmented form of (entertainment) games in the sense that they do “not simply [provide] entertainment” [ 87 ] or “merely entertain” [ 106 ] but rather are a “combination of serious aspects with fun” [ 101 ] or “intended to be both entertaining and educational” [ 103 ]. The studies by Andrade Ferreira et al [ 45 ] and Bindoff et al [ 107 ] most vividly represent this view, as they start with entertainment games as a basis, and then outline the differences between serious games and entertainment games (eg, an explicit purpose).…”
Section: Resultsmentioning
confidence: 99%
“…The interest in exploring demoralization and MiL in chronic pain patients with SI arises from the common clinical observation that experiencing chronic pain often requires a revision of one’s life goals and expectations. Different coping mechanisms have been proposed for chronic pain [ 96 , 97 ]. However, the impact of chronic pain is not limited to patients’ biopsychosocial functioning, but it affects the existential domain as well.…”
Section: Discussionmentioning
confidence: 99%