Other Titles
Scaling up: Digital innovations that are scientifically driven and practice ready, lessons from the field
Abstract
A gaming based approach to improve self-managing fatigue and pain in head and neck cancer patients after their treatment was feasible, acceptable, and safe and in a pre-efficacy study. Improvements of fatigue, pain, and activities of daily living during the 6-week intervention were significant with large effect sizes.
Notes
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Sigma Membership
Unknown
Lead Author Affiliation
University of South Florida, Tampa, Florida, USA
Type
Presentation
Format Type
Text-based Document
Study Design/Type
N/A
Research Approach
N/A
Keywords:
Cancer Fatigue, Cancer Pain, Self-management
Recommended Citation
Wang, Hsia-Lan, "Gamification approach to improve self-managing behavior in head and neck cancer patients" (2019). INRC (Congress). 22.
https://www.sigmarepository.org/inrc/2019/presentations_2019/22
Conference Name
30th International Nursing Research Congress
Conference Host
Sigma Theta Tau International
Conference Location
Calgary, Alberta, Canada
Conference Year
2019
Rights Holder
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Acquisition
Proxy-submission
Gamification approach to improve self-managing behavior in head and neck cancer patients
Calgary, Alberta, Canada
A gaming based approach to improve self-managing fatigue and pain in head and neck cancer patients after their treatment was feasible, acceptable, and safe and in a pre-efficacy study. Improvements of fatigue, pain, and activities of daily living during the 6-week intervention were significant with large effect sizes.