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Including the voice of paediatric patients

Cocreation of an engagement game

Bibliographic Data

ID19507657
AuthorsLorynn Teela (0000-0002-8067-2792, Child and Adolescent Psychiatry and Psychosocial Care, Emma Children's Hospital, Amsterdam UMC University of Amsterdam Amsterdam The Netherlands), Lieke E Verhagen (Child and Adolescent Psychiatry and Psychosocial Care, Emma Children's Hospital, Amsterdam UMC University of Amsterdam Amsterdam The Netherlands), L Verhagen (Emma Kinderziekenhuis), Mariken Gruppen (Emma Kinderziekenhuis), Mariken P Gruppen (Department of General Pediatrics, Emma Children's Hospital, Amsterdam UMC University of Amsterdam Amsterdam The Netherlands), Maria Santana (0000-0002-0202-5952, Department of Community Health Sciences, Cumming School of Medicine University of Calgary Calgary Alberta Canada), Martha A Grootenhuis (0000-0002-9632-248X, Psychosocial Research and Care Innovation Princess Maxima Center for Pediatric Oncology Utrecht The Netherlands), Lotte Haverman (0000-0001-7849-0562, Child and Adolescent Psychiatry and Psychosocial Care, Emma Children's Hospital, Amsterdam UMC University of Amsterdam Amsterdam The Netherlands, corresponding author)
Year2022
Volume25
Issue4
Pages1861-1871
Publication date2022-08-01
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueHealth Expectations (JOURNAL)
Journal identifiersISSN: 1369-6513 • E-ISSN: 1369-7625
PublisherWiley (PUBLISHER • GB)
DOI10.1111/hex.13530
PMID35751406
OpenAlexW4283521478
LanguageEN
Citations received3
References cited36

BACKGROUND: Engaging patients in health care, research and policy is essential to improving patient-important health outcomes and the quality of care. Although the importance of patient engagement is increasingly acknowledged, clinicians and researchers still find it difficult to engage patients, especially paediatric patients. To facilitate the engagement of children and adolescents in health care, the aim of this project is to develop an engagement game. METHODS: A user-centred design was used to develop a patient engagement game in three steps: (1) identification of important themes for adolescents regarding their illness, treatment and hospital care, (2) evaluation of the draft version of the game and (3) testing usability in clinical practice. Adolescents (12-18 years) were engaged in all steps of the development process through focus groups, interviews or a workshop. These were audio-recorded, transcribed verbatim and analysed in MAXQDA. RESULTS: (1) The important themes for adolescents (N = 15) were included: visiting the hospital, participating, disease and treatment, social environment, feelings, dealing with staff, acceptation, autonomy, disclosure and chronically ill peers. (2) Then, based on these themes, the engagement game was developed and the draft version was evaluated by 13 adolescents. Based on their feedback, changes were made to the game (e.g., adjusting the images and changing the game rules). (3) Regarding usability, the pilot version was evaluated positively. The game helped adolescents to give their opinion. Based on the feedback of adolescents, some last adjustments (e.g., changing colours and adding a game board) were made, which led to the final version of the game, All Voices Count. CONCLUSIONS: Working together with adolescents, All Voices Count, a patient engagement game was developed. This game provides clinicians with a tool that supports shared decision-making to address adolescents' wishes and needs. PATIENT OR PUBLIC CONTRIBUTION: Paediatric patients, clinicians, researchers, youth panel of Fonds NutsOhra and patient associations (Patient Alliance for Rare and Genetic Diseases, Dutch Childhood Cancer Organization) were involved in all phases of the development of the patient engagement game-from writing the project plan to the final version of the game

Autonomy · Feeling · Focus group · Health care · Medical education · Usability · Adolescent and Pediatric Healthcare · Applied Psychology · Computer Science · Medicine · Mental Health and Patient Involvement · Pediatric Pain Management Techniques · Psychology · Social Psychology

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Unique citing works3
Citations per year0,75
Citation span2022 - 2024 (3)
Citation velocityrecent
Highly citedNo
Citation typesNeutral: 1

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