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Reducing concussion symptoms among teenage youth: Evaluation of a mobile health app.


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

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Publications

Reducing concussion symptoms among teenage youth: Evaluation of a mobile health app.

Worthen-Chaudhari Lise L   McGonigal Jane J   Logan Kelsey K   Bockbrader Marcia A MA   Yeates Keith O KO   Mysiw W Jerry WJ  

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]

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