Serious Gaming [...] for PW Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation (2020) Vrijhoef et al.

Cheshire

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Full title and authors:
Serious Gaming During Multidisciplinary Rehabilitation for Patients With Chronic Pain or Fatigue Symptoms: Mixed Methods Design of a Realist Process Evaluation
Miel AP Vugts, Aglaia MEE Zedlitz, Margot CW Joosen, Hubertus JM Vrijhoefhttps://www.jmir.org/search/searchResult?field[]=author&criteria[]=Hubertus JM+Vrijhoef

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-experiment (n=275). A group of patients with interfering chronic pain or fatigue symptoms received a short additional blended mindfulness-based serious gaming intervention during a multidisciplinary rehabilitation program. A control group only received the regular rehabilitation program. During two sessions before and one session after the experiment, expectations about serious gaming processes were discussed in focus groups with local care providers, implementers, and experts. Patients participated in a survey (n=114) and in semistructured interviews (n=10). The qualitative data were used to develop tentative expectations about aspects of serious gaming that, in certain patients and circumstances, trigger mechanisms of learning and health outcome change. Hypotheses about indicative quantitative data patterns for tentative expectations were formulated before inspecting, describing, and analyzing—with regression models—routinely collected clinical outcome data. An updated program theory was formulated after mixing the qualitative and quantitative results.

Results: Qualitative data showed that a subset of patients perceived improvement of their self-awareness in moments of daily social interactions. These results were explained by patients, who played the serious game LAKA, as a “confrontation with yourself,” which reflected self-discrepancies. Important characteristics of serious gaming in the study’s context included innovation factors of relative advantage with experiential learning opportunity, compatibility with the treatment approach, and the limited flexibility in regard to patient preferences. Perceived patient factors included age and style of coping with stress or pain. Learning perceptions could also depend on care provider role-taking and the planning and facilitating (ie, local organization) of serious gaming introduction and feedback sessions in small groups of patients. Quantitative data showed very small average differences between the study groups in self-reported depression, pain, and fatigue changes (-.07<beta<-.17, all 95% CI upper bounds <0), which were mediated by small group differences in mindfulness (beta=.26, 95% CI .02-.51). Mindfulness changes were positively associated with patient involvement in serious gaming (n=114, beta=.36, P=.001). Acceptance of serious gaming was lower in older patients. Average health outcome changes went up to a medium size in patients that reported lower active coping with stress and lower pain coping before serious gaming. Mindfulness changes and gaming acceptance perceptions covaried with group structure and immediate feedback sessions after serious gaming.

Conclusions: This study developed transferable insight into how and why serious gaming can facilitate additional learning about coping in order to reduce burdens of chronic pain or fatigue symptoms in certain patients and in actual treatment circumstances. Future studies are needed to continue the development of this fallible theory. Such research will further support decisions about using, designing, allocating, and tailoring serious gaming to optimize important patient health benefits.

https://www.jmir.org/2020/3/e14766/

Previous study from the same team on the same subject here
 
it is a distraction and the only benefit is for short periods of time you are not thinking about your symptoms at least until your symptoms get to the point that you cannot concentrate on the game or even use the gamepad . dressing this up as some kind of new knowledge is just pathetic .
 
Textbox3 "Short description of the serious game LAKA." said:
LAKA challenges patients to take the role of a virtual character (ie, avatar). The gameplay includes prompts for monitoring and evaluating satisfaction about selected responses in virtual social encounters. These optional responses are descriptions of implementation intentions for acts, phrases, and postures in social interaction scenarios that players can select for their avatar. This avatar represents themselves on a virtual trip around the world. Optional responses—five at each moment—vary in the degree of correspondence with the principles of generosity, moral discipline, patience or forbearance, and enthusiastic perseverance. Each selected response has salient (eg, emotional expressions) and realistic (ie, not predictable or moralistic) consequences for the avatar. These consequences are intended to evoke reflection. Neutral to positive indirect performance feedback reinforces the monitoring task. Moreover, scenarios prompt instructions for 3-minute focused attention or open monitoring (ie, meditation) exercises. Encouragement stimulates users to repeat the exercises at any convenient moments in daily life.

I think "serious gaming" is code for games that aren't fun.
 
There was always the annual local Christmas get together in the little community where I grew up. It always had a massive poker game going on with people dropping in and out.

The players were serious but the stakes were small. The quantities of alcohol consumed meant no one was feeling any pain regardless of whether they won or lost.

Until the next morning that is.:sick:
 
Searched for ‘the seriouse game LAKA’ not really expecting to find anything. But that’s actually how the developers themself describe the game.

It’s a game developed especially as a rehabilitation tool, supposedly based on buddisth theory. I think it sounds more like cbt hidden in an interactive, self delivered format.

Very misleading description in the abstract, I would say, as this study has nothing to do with actual gaming.

And it’s the Dutch. Wonder who owns or inspires the Ciran rehabilitation company?

https://paladinstudios.com/2013/03/12/laka-is-nominated-for-the-future-of-health-award/

It has been behind the scenes up until now, so we have been quiet about it. About a year ago, the Dutch rehabilitation company Ciran contacted Paladin for a game project they wanted to start. They had the ambitious plan to create a game that could support with the rehabilitation process of their patients – mostly people with symptoms of chronic pain and chronic fatigue.

While not religious in nature, Laka is based on buddhist philosophy. The game teaches players about handling yourself and handling life – in particular, it aims to improve and test your skill in generosity, moral discipline, patience, energy, focus and wisdom. These are the six “paramitas” (virtues) of Mahayana buddhism.

The sources of chronic pain and fatigue are usually found in the environment of the patient. An angry boss, a stressful situation at home – when it’s too much to handle, your body suffers as a result.

The rehabilitation process focuses on coping with the stress factors – often including symptom itself.
 
Googled some more - was not aware ‘seriouse game’ is an actual used expression for games with learning focus.


«A serious game or applied game is a gamedesigned for a primary purpose other than pure entertainment.[1] The "serious" adjective is generally prepended to refer to video gamesused by industries like defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics.[2] Serious games are a subgenre of serious storytelling, where storytelling is applied "outside the context of entertainment, where the narration progresses as a sequence of patterns impressive in quality ... and is part of a thoughtful progress".[3]»

https://en.m.wikipedia.org/wiki/Serious_game
 
Vrijhoef also published this study:

Assessment of the scientific rigour of randomized controlled trials on the effectiveness of cognitive behavioural therapy and graded exercise therapy for patients with myalgic encephalomyelitis/chronic fatigue syndrome: A systematic review.


https://journals.sagepub.com/doi/abs/10.1177/1359105319847261?journalCode=hpqa#.XNa95n1YYgs.twitter
Thread there.

From the abstract:
This review assessed the methodological quality of studies on the effectiveness of cognitive behavioural therapy and graded exercise therapy. The methodological quality of the 18 included studies was found to be relatively low, as bias was prominently found, affecting the main outcome measures of the studies (fatigue, physical functioning and functional impairment/status).

Is the quality of the metodology of "Serious Gaming [...] for PW Chronic Pain or Fatigue Symptoms" in any way better than those trials they criticise?
 
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