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dc.contributor.advisorHaljas, Kadri, juhendaja
dc.contributor.advisorAkkermann, Kirsti, juhendaja
dc.contributor.authorTark, Riin
dc.contributor.otherTartu Ülikool. Sotsiaalteaduste valdkondet
dc.contributor.otherTartu Ülikool. Psühholoogia instituutet
dc.date.accessioned2019-08-09T09:30:07Z
dc.date.available2019-08-09T09:30:07Z
dc.date.issued2019
dc.identifier.urihttp://hdl.handle.net/10062/65009
dc.description.abstractChildren with chronic illness hold a higher risk of developing mental disorders, and psychological support may not be available to all patients. Triumf mobile solution is a gamified digital health intervention, which aims to detect, prevent and/or reduce the potential psychological problems resulting from chronic illness. The current study described the theoretical basis of Triumf intervention game and investigated the within-person effect of the intervention on psychological well-being and health-related quality of life (HRQoL). Nine pediatric cancer patients aged 7-12 years participated in a 60-day intervention period with a suggested daily gameplay of ten minutes. Participants and their parents filled in Strengths and Difficulties Questionnaire (SDQ) and KIDSCREEN-52 (KS-52) before and after the intervention. Questionnaire scores were compared with in-game reported well-being, motivation and attitude scores, and intervention activity. Psychological well-being of the participants improved after the intervention period. KS-52 physical health subscale score was observed as a broad approximate instead of generic HRQoL, which also improved after the intervention period. Motivation and attitudes were not associated with participants’ well-being, HRQoL or intervention activity. The hypothesis that the intervention questions could detect similar problems as questionnaires found partial support. The results suggest that Triumf digital intervention in the form of a mobile health game could have a positive effect on the psychological well-being among pediatric cancer patient population. Future studies should seek to primarily address the intervention’s effect among other populations, and further validate the questions used in the intervention.en
dc.language.isoengen
dc.publisherTartu Ülikoolet
dc.rightsopenAccesset
dc.rightsAutorile viitamine + Mitteäriline eesmärk + Tuletatud teoste keeld 3.0 Eesti*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/3.0/ee/*
dc.subjectdigital health interventionen
dc.subjectmobile health platformen
dc.subjectmHealthen
dc.subjectserious gameen
dc.subjectgame for healthen
dc.subjecthealth appen
dc.subjectpsychological supporten
dc.subjectmental healthen
dc.subjectchronic illnessen
dc.subjectcanceren
dc.subjectpediatricsen
dc.subjectdigitaalne terviselahenduset
dc.subjectmobiilse tervise platvormet
dc.subjectm-terviset
dc.subjecttõsimänget
dc.subjectterviserakenduset
dc.subjectpsühholoogiline tugiet
dc.subjectvaimne terviset
dc.subjectkrooniline haiguset
dc.subjectvähket
dc.subjectpediaatriaet
dc.subject.othermagistritöödet
dc.titleThe effect of Triumf mobile health game on psychological well-being and health-related quality of life among pediatric cancer patients: A pilot studyen
dc.title.alternativeTriumfi mobiilse tervisemängu mõju lapseea vähipatsientide psühholoogilisele heaolule ja tervisega seotud elukvaliteedile: esmauuringet
dc.typeThesisen


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