Evidence map›Paper›PMID 42433329›Full record

ArticleProceedings of the ... European conference on games based learning. European Conference on Games Based Learning, author2024

What Matters to Patients: Community-Engaged Design for Healthcare-Related Serious Games.

Pat Healy, Andrew Xu, Angeline Pho, Kai-Lin You, Dmitriy Babichenko, Isabelle Malizio, Teresa Hagan Thomas

Abstract read
In one paragraph

Article in Proceedings of the ... European conference on games based learning. European Conference on Games Based Learning, author, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

7 authors.

Pat HealySchool of Computing and Information, University of Pittsburgh, Pittsburgh, USA.
Andrew XuSchool of Computing and Information, University of Pittsburgh, Pittsburgh, USA.
Angeline PhoSchool of Computing and Information, University of Pittsburgh, Pittsburgh, USA.
Kai-Lin YouSchool of Nursing, University of Pittsburgh, Pittsburgh, USA.
Dmitriy BabichenkoSchool of Computing and Information, University of Pittsburgh, Pittsburgh, USA.
Isabelle MalizioSchool of Nursing, University of Pittsburgh, Pittsburgh, USA.
Teresa Hagan ThomasSchool of Nursing, University of Pittsburgh, Pittsburgh, USA.

Funding

Extension of STRONG Study to Expand Intervention ImpactR37CA262025 · NCI · UNIVERSITY OF PITTSBURGH AT PITTSBURGH · PI Teresa Hagan Thomas · 2021 to 2026
$3.7M
NCI NIH HHS R37 CA262025
6 · The paper itself

Abstract

Narrative-based serious games are accessible, engaging technologies that connect users' lived experiences to pedagogy. Despite having patient-centered goals, most narrative-based serious games are not designed alongside patients and communities, limiting their likelihood of acceptance, uptake, and impact. Literature reveals that many serious games intended for patients merely evaluate efficacy with end-users after game deployment and with a lack of consistent participatory design. This work aims to describe a patient-centered participatory approach to game development to teach self-advocacy skills to patients newly diagnosed with cancer. First, characters were developed based on panels that included patient advocates, cancer survivors, clinicians, and researchers. Second, storyline development created realistic story arcs, decision-points, and consequences based on qualitative interviews with patients, patient advocates, and cancer survivors. Third, game evaluation metrics (e.g., 1st vs. 3rd person perspective, game fail states that incentivize replaying the game, and provision of implicit or explicit feedback) were developed based on accessibility, usability, and patient preferences. Based on patients' insights, we implemented changes accordingly to maximize the game's efficacy and collected qualitative data on patients' assessment of the game's accessibility, relevance, and impact. During initial game development, patient and advocate feedback built relatable characters with a particular focus on providing sensitive information (e.g., palliative care) and inclusive storylines (e.g., diverse family situations). Following a prototype, patients and advocates suggested refinements to characters and additional storylines, including common and/or distressing experiences related to pain management, family dynamics, financial struggles, and disrespect from healthcare providers. Participants in a randomized trial of the game (N=34) found the scenarios relevant and realistic. Patients reported increased comfort speaking up, seeking support, and interacting with their families and healthcare team after playing the game. Our process demonstrates the essential role patients can inhabit in the development of narrative serious games, particularly in how patient input permeated every aspect of Strong Together's development, from initial design to evaluation. Such integration allows for adjustments to address patient concerns and refine patient-relevant metrics.

Indexed as

CancerHealthcareParticipatory DesignSelf-AdvocacySerious Games

Identifiers

PMID42433329
PMCPMC13353516

What OpenQuestion holds

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LicenceTDM
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Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.