Friday, July 28, 2017

Somayeh, W2 Article review

Friday, July 28, 2017

Development and usability evaluation of the mHealth Tool for Lung Cancer (mHealth TLC): A virtual world health game for lung cancer patients

Source: Patient Education and Counselling 98 (2015) 506–511


Introduction: 
Mobile technology brings health care home. To test the feasibility and usability of mHealth TLC, an iPad health game scenario evaluated. An interactive, immersive 3-dimensional applied that coaches’ lung cancer patients toward assertive communication strategies during first-person virtual clinics visits. With the rise of technology in health care, the advantage of electronic games provides new possibilities for cost-effective health care interventions. Lung cancer patients report inadequate communication with physicians about important topics such as the end of life care. The Mobile Health Tool for Lung Cancer (mHealth TLC) is the first interactive, immersive 3-dimensional iPad health game that allows lung cancer patients to experience first person virtual visits with their clinicians. Health games are conceptualized as a motivational play for adults and can influence social skills, self-perception, empathy, psychosocial functioning e.g., self-confidence and achievement motivation, and cognitive skills e.g., attention, planning, and creativity.Lung cancer stigma is a factor in the psychological and physical health of lung cancer patients. 
The Aim of Study:
The aims of mHealth TLC are to decrease LCS, improve patient–clinician communication, promote optimal self-management and a cost-effective solution for treatment of lung cancer patients.
Method:
This research applied a wide range of instruments. Structured interviews for mHealth TLC usability testing incorporated ‘‘think-aloud’’ and verbal probing techniques. observed players and conducted semi-structured interviews.  Research questions focused on scenario believability, the impact of technical issues, transparency of game goals, and potential of mHealth TLC to decrease lung cancer stigma (LCS) and improve patient–clinician communication.
Conclusions:
mHealth TLC is an interactive, health game that allows individuals to experience first person virtual visits with their clinicians. mHealth TLC has the potential to improve patient–clinician communication, decrease LCS and promote optimal self-management. Users confirmed that mHealth TLC to be: (1) believable, (2) clinic-appropriate, and (3) helpful in support of informed health care consumers. Concerns were expressed about emotionally charged content and plan to use mHealth TLC in clinic settings as opposed to at home. Although the dialog and interactions addressed emotionally charged issues, players were able to engage, learn, and benefit from role-playing in a virtual world. Health games have the potential to improve patient–clinician communication, and mHealth TLC specifically may decrease Lung Cancer Stigma and promote optimal self-management. 

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