干预(咨询)
医学
疾病
年轻人
电子游戏
感知
自我效能感
家庭医学
心理学
护理部
老年学
心理治疗师
多媒体
病理
神经科学
计算机科学
作者
Paul L. Aronson,Sarah Nolan,Paula Schaeffer,Kimberly Hieftje,Kortney A. Ponce,Cecelia Calhoun
出处
期刊:Journal of Pediatric Hematology Oncology
[Ovid Technologies (Wolters Kluwer)]
日期:2024-01-15
卷期号:46 (2): e147-e155
标识
DOI:10.1097/mph.0000000000002810
摘要
We aimed to learn the experiences of clinicians and adolescents and young adults with sickle cell disease (AYA-SCD) with managing their disease at home and making medical decisions as they transition from pediatric to adult care, and their perceptions of a video game intervention to positively impact these skills. We conducted individual, semistructured interviews with patients (AYA-SCD ages 15 to 26 years) and clinicians who provide care to AYA-SCD at an urban, quaternary-care hospital. Interviews elicited patients’ and clinicians’ experiences with AYA-SCD, barriers and facilitators to successful home management, and their perspectives on shared decision-making and a video game intervention. To identify themes, we conducted an inductive analysis until data saturation was reached. Participants (16 patients and 21 clinicians) identified 4 main themes: (1) self-efficacy as a critical skill for a successful transition from pediatric to adult care, (2) the importance of patient engagement in making medical decisions, (3) multilevel determinants of optimal self-efficacy and patient engagement, and (4) support for a video game intervention which, by targeting potential determinants of AYA-SCD achieving optimal self-efficacy and engagement in decision-making, may improve these important skills.
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