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.advisor | Haljas, Kadri, juhendaja | |
dc.contributor.advisor | Akkermann, Kirsti, juhendaja | |
dc.contributor.author | Tark, Riin | |
dc.contributor.other | Tartu Ülikool. Sotsiaalteaduste valdkond | et |
dc.contributor.other | Tartu Ülikool. Psühholoogia instituut | et |
dc.date.accessioned | 2019-08-09T09:30:07Z | |
dc.date.available | 2019-08-09T09:30:07Z | |
dc.date.issued | 2019 | |
dc.description.abstract | Children 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.uri | http://hdl.handle.net/10062/65009 | |
dc.language.iso | eng | en |
dc.publisher | Tartu Ülikool | et |
dc.rights | openAccess | et |
dc.rights | Autorile viitamine + Mitteäriline eesmärk + Tuletatud teoste keeld 3.0 Eesti | * |
dc.rights.uri | http://creativecommons.org/licenses/by-nc-nd/3.0/ee/ | * |
dc.subject | digital health intervention | en |
dc.subject | mobile health platform | en |
dc.subject | mHealth | en |
dc.subject | serious game | en |
dc.subject | game for health | en |
dc.subject | health app | en |
dc.subject | psychological support | en |
dc.subject | mental health | en |
dc.subject | chronic illness | en |
dc.subject | cancer | en |
dc.subject | pediatrics | en |
dc.subject | digitaalne terviselahendus | et |
dc.subject | mobiilse tervise platvorm | et |
dc.subject | m-tervis | et |
dc.subject | tõsimäng | et |
dc.subject | terviserakendus | et |
dc.subject | psühholoogiline tugi | et |
dc.subject | vaimne tervis | et |
dc.subject | krooniline haigus | et |
dc.subject | vähk | et |
dc.subject | pediaatria | et |
dc.subject.other | magistritööd | et |
dc.title | The effect of Triumf mobile health game on psychological well-being and health-related quality of life among pediatric cancer patients: A pilot study | en |
dc.title.alternative | Triumfi mobiilse tervisemängu mõju lapseea vähipatsientide psühholoogilisele heaolule ja tervisega seotud elukvaliteedile: esmauuring | et |
dc.type | Thesis | en |