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.
Identifer | oai:union.ndltd.org:TW/106YM005600013 |
Date | January 2018 |
Creators | Dai-Jie Yang, 楊岱潔 |
Contributors | I-Ching Hou, 侯宜菁 |
Source Sets | National Digital Library of Theses and Dissertations in Taiwan |
Language | zh-TW |
Detected Language | English |
Type | 學位論文 ; thesis |
Format | 78 |
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