The effect of Triumf mobile health game on psychological well-being and health-related quality of life among pediatric cancer patients: A pilot study

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.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.identifier.urihttp://hdl.handle.net/10062/65009
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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