Gamification may be one solution that can increase the compliance in the use of devices like incentive spirometry.
Recently, there has been much interest in the gamification of healthcare, such as virtual incentive spirometry gaming. Several studies have examined the addition of gamification e.g. virtual incentive spirometry devices. There is a paucity of data regarding the gamification of incentive spirometry, and there is no data involving trauma patients. Previous studies have enrolled either healthy volunteers or patients with specific lung pathology. This study to assess the safety, feasibility and efficacy of respiratory interventions in chest trauma patients using a therapeutic gamification platform.
Study Type
INTERVENTIONAL
Allocation
NA
Purpose
SUPPORTIVE_CARE
Masking
NONE
FDA approved healthcare gaming system that is used for patients who have difficulty breathing and allows the patients to participate in breathing exercises for pulmonary rehab. Each game usage itself is expected to last 15-20 minutes.
Number screened and eligible compared to patient that consented to project
Number screened and eligible compared to patient that consented to project
Time frame: up to 6 months
Number of sessions attempted, completed and aborted including the time spent in successful intervention
Number of sessions attempted, completed and aborted including the time spent in successful intervention
Time frame: up to 6 months
Reasons for aborting a session related to patient factors, staffing factors, technology factors
Enter the results according to the reason The Session will be terminated if one or more of the following occurs: * Sustained Pain Score \>8/10 * Increase in oxygen requirements by more than 2L/min or hypoxia to less than 92% during the intervention or need for escalation of an oxygen supplementation device * Sustained Heart Rate \>110 beats per minute, new cardiac arrhythmia or respiratory rate \>30 per minute * Cyanosis, pallor, or new onset confusion * Refusal to continue by choice, reduced engagement in game, adverse symptoms related to dyspnea, pain or discomfort related to the intervention * These safety measures are vital sign derangements or signs/symptoms that predict threat to the patient's health * Sessions unable to be performed after enrollment due to lack of personnel * Failure of intervention device to work, failure of accompanying gamification platform to work
Time frame: up to 6 months
Number of days spent in Intensive Care Unit (ICU)
Number of days spent in Intensive Care Unit (ICU)
Time frame: up to 6 months
Number of Subjects readmitted to the ICU for pulmonary complications
Number of Subjects readmitted to the ICU for pulmonary complications
Time frame: up to 6 months
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