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ABSTRACT: Objective
To evaluate whether a mobile health application that employs elements of social game design could compliment medical care for unresolved concussion symptoms.Design
Phase I and Phase II (open-label, non-randomized, ecological momentary assessment methodology).Setting
Outpatient concussion clinic.Participants
Youth, aged 13-18 years, with concussion symptoms 3+ weeks after injury; Phase I: n = 20; Phase II: n = 19.Interventions
Participants received standard of care for concussion. The experimental group also used a mobile health application as a gamified symptoms journal.Outcome measures
Phase I: feasibility and satisfaction with intervention (7-point Likert scale, 1 high). Phase II: change in SCAT-3 concussion symptoms (primary), depression and optimism.Results
Phase 1: A plurality of participants completed the intervention (14 of 20) with high use (110 +/- 18% play) and satisfaction (median +/- interquartile range (IQR) = 2.0+/- 0.0). Phase II: Groups were equivalent on baseline symptoms, intervention duration, gender distribution, days since injury and medication prescription. Symptoms and optimism improved more for the experimental than for the active control cohort (U = 18.5, p = 0.028, effect size r = 0.50 and U = 18.5, p = 0.028, effect size r = 0.51, respectively).Conclusions
Mobile apps incorporating social game mechanics and a heroic narrative may promote health management among teenagers with unresolved concussion symptoms.
SUBMITTER: Worthen-Chaudhari L
PROVIDER: S-EPMC5645232 | biostudies-literature | 2017
REPOSITORIES: biostudies-literature

Brain injury 20170630 10
<h4>Objective</h4>To evaluate whether a mobile health application that employs elements of social game design could compliment medical care for unresolved concussion symptoms.<h4>Design</h4>Phase I and Phase II (open-label, non-randomized, ecological momentary assessment methodology).<h4>Setting</h4>Outpatient concussion clinic.<h4>Participants</h4>Youth, aged 13-18 years, with concussion symptoms 3+ weeks after injury; Phase I: n = 20; Phase II: n = 19.<h4>Interventions</h4>Participants receive ...[more]