The aim of this study was to investigate the effects of playing tangram game after surgery on pain, fatigue and comfort levels in patients undergoing abdominal surgery.
Tangram game is a skill and strategy game based on creating 100 different forms, made of 4 or 7 pieces, made of wood. 100 different shapes are obtained by using all the given pieces. These patterns should be arranged from easy to difficult by following a given guide. Tangram game is a strong stimulant as it appeals to both visual and mental skills. Strong stimulants prevent the ongoing pain stimulus at that moment. Pain transmission is interrupted and the individual is prevented from feeling pain. During and after the game, the pain level begins to decrease thanks to different stimulants. Applications that give the individual pleasure, such as Tangram, provide the secretion of substances such as enkephalin and endorphin. With these secreted substances, the body's own analgesia system is supported and the severity of pain is reduced. There are studies in the literature testing non-pharmacological interventions in the management of post-operative pain and fatigue. Some of these studies include studies evaluating the effects of massage, listening to music, cold application, distraction strategies such as playing a tangram game or giving auditory stimulation, mobilization, reflexology, chewing gum, and acupuncture. There are limited studies in the literature on the use of tangram games in the management of postoperative pain, and no studies have been found examining the effects of this intervention on pain, fatigue, and patient comfort.
Study Type
INTERVENTIONAL
Allocation
RANDOMIZED
Purpose
SUPPORTIVE_CARE
Masking
SINGLE
Enrollment
74
Tangram game; It is a very old intelligence and attention game of Chinese origin. This game stands out with its both entertaining and educational aspects. Tangram consists of seven geometric pieces formed from a square shape. These 7 pieces; 2 large right triangles, 1 medium right triangle, 2 small right triangles, 1 square and 1 parallelogram. The aim is to create various shapes (animals, people, objects, letters, etc.) with these pieces. The aim of the Tangram game is to recreate the same appearance with a given shape (silhouette) using the pieces. All 7 pieces must be used in the game, the pieces must not be overlapped, the pieces must not be cut or divided, the pieces can be rotated or turned according to the selected shape. For example, the person is asked to create a cat figure with these 7 pieces in accordance with the rules. This game is one of the non-pharmacological pain management techniques by diverting the attention of the patients. It is easy to apply and cheap.
Aydın Adnan Menderes University
Aydin, Aydın, Turkey (Türkiye)
Pain level
The numerical rating scale to be used in the assessment of pain is a one-dimensional 10 cm scale based on the patient's self-report. The lower end is "no pain", corresponding to 0 points, and the upper end is "unbearable pain", corresponding to 10 points. As the pain intensity expressed by the patient increases on the scale, it will be interpreted that the patient's pain increases. This is first measurement.
Time frame: Postoperative 1st day
Pain level
The numerical rating scale to be used in the assessment of pain is a one-dimensional 10 cm scale based on the patient's self-report. The lower end is "no pain", corresponding to 0 points, and the upper end is "unbearable pain", corresponding to 10 points. As the pain intensity expressed by the patient increases on the scale, it will be interpreted that the patient's pain increases. This is second measurement.
Time frame: 20 minutes later after first measurement
Pain level
The numerical rating scale to be used in the assessment of pain is a one-dimensional 10 cm scale based on the patient's self-report. The lower end is "no pain", corresponding to 0 points, and the upper end is "unbearable pain", corresponding to 10 points. As the pain intensity expressed by the patient increases on the scale, it will be interpreted that the patient's pain increases. This is third measurement.
Time frame: 30 minutes later after second measurement
Fatigue level
The numerical rating scale to be used in the assessment of fatigue is a one-dimensional 10 cm scale based on the patient's self-report. The lower end is "not tired" corresponding to 0 points, and the upper end is "unbearably tired" corresponding to 10 points. As the fatigue intensity expressed by the patient increases on the scale, it will be interpreted as the patient's fatigue increasing. This is first mesurement.
Time frame: Postoperative 1st day
Fatigue level
The numerical rating scale to be used in the assessment of fatigue is a one-dimensional 10 cm scale based on the patient's self-report. The lower end is "not tired" corresponding to 0 points, and the upper end is "unbearably tired" corresponding to 10 points. As the fatigue intensity expressed by the patient increases on the scale, it will be interpreted as the patient's fatigue increasing. This is second mesurement.
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Time frame: 20 minutes later after fist measurement
Fatigue level
The numerical rating scale to be used in the assessment of fatigue is a one-dimensional 10 cm scale based on the patient's self-report. The lower end is "not tired" corresponding to 0 points, and the upper end is "unbearably tired" corresponding to 10 points. As the fatigue intensity expressed by the patient increases on the scale, it will be interpreted as the patient's fatigue increasing. This is third mesurement.
Time frame: 30 minutes later after second measurement
Comfort level
General Comfort Scale-Short Form will be used to evaluate the comfort level. The scale consists of 28 items and the items of the scale are scored between 28-168. General Comfort Scale Short Form consists of three sub-dimensions: relief, relaxation, and superiority. GKÖ-SF was developed by Kolcaba in 2006 and its Turkish validity and reliability study was conducted by Çıtlık et al. in 2018. It includes the sub-dimensions of comfort, relief (9 items), relaxation (9 items), and overcoming problems (10 items). In the evaluation of the scale consisting of positive and negative items, the negative items are reverse coded and summed. The mean value is found by dividing the total score by the number of scale items. The lowest possible value, 1, indicates low comfort, and the highest value, 6, indicates high comfort.
Time frame: 30 minutes after second measurement