The Development and Evaluation of a Therapeutic Video Game in Preschoolers with Acute Lymphoblastic Leukemia: A Pilot Study / 學齡前期急性淋巴性白血病病童治療性電子遊戲之開發與評值:先驅性研究

碩士 / 國立陽明大學 / 臨床護理研究所 / 106 / The rate of childhood cancer is not high of all cancer population, but was still the third-ranked causes of children’s death. The long treatment courses usually lead to anxiety in childhood cancer patients. Due to immature cognition, children are always forced to accept lots of drug therapy and invasive procedures without understanding the medical purpose. Nowadays, therapists engaged in patient care through playing games or framing artistic creations in order to assist children understanding the medical process and promoting the positive behavior while undergoing the treatment. With 3C products innovated, portable electronic technology products such as smart phones and tablets are considered as a new trend of playing among children. Currently, therapeutic video games are usually designed for school-age children and adolescents in cancer care; but according to clinical experiences, preschoolers are always the most anxious group since immature cognition. In addition, there are various types of childhood cancer, the prevalence of acute lymphoblastic leukemia (ALL) is the highest, and the invasive procedures are the most among all; therefore, a therapeutic video game for preschoolers with ALL had been developed. After the developing process, 10 preschoolers with ALL had been randomly signed in two groups-5 to intervention group (6 weeks game intervention) and 5 to control group (regular care). The results showed high appropriateness of the game designed due to 3 clinical experts’ opinions from questionnaire; Extra-logged-in rate and extra-mission-completed rate had been calculated for analyzing the acceptance of this game, the results showed positive acceptance from the game users. And for measuring the game outcome, crying scale and other resisting behavior of each patient had been recorded after every treatment, there were no significance between two groups in the initial period (p=.663), but the intervention group showed lower crying grades and less resisting behavior than the control group in the final period (p=.028).The limitation of this research is small sample size and short intervention time; and for further evidence of this game’s effectiveness, larger sample size and longer intervention time with follow-up had been suggested.

Identiferoai:union.ndltd.org:TW/106YM005600013
Date January 2018
CreatorsDai-Jie Yang, 楊岱潔
ContributorsI-Ching Hou, 侯宜菁
Source SetsNational Digital Library of Theses and Dissertations in Taiwan
Languagezh-TW
Detected LanguageEnglish
Type學位論文 ; thesis
Format78

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