Teela L, Verhagen LE, Gruppen MP, Santana MJ, Grootenhuis MA, Haverman L. Including the voice of paediatric patients: Cocreation of an engagement game. Health Expect. 2022 Aug;25(4):1861-1871. doi: 10.1111/hex.13530. Epub 2022 Jun 24. PMID: 35751406; PMCID: PMC9327851.
Intervention Components (click on component to see a list of all articles that use that intervention): Parent Engagement, Patient-Centered Medical Home, Quality Improvement/Practice-Wide Intervention,
Intervention Description: This youth panel consists of adolescents with a chronic condition, who contributed with ideas and suggestions to several projects aiming to improve social engagement in health care. All representative users were involved in all phases of the design process—from writing the project plan to the final version of the game.
Intervention Results: In total, 15 adolescents (mean age: 15.0 years, range 12–18 years, 60% female) participated in four focus groups and four interviews (Table 1). Ten major themes for adolescents regarding their illness, treatment and hospital care were identified: visiting the hospital, participating, disease and treatment, social environment, feelings, dealing with staff, acceptation, autonomy, disclosure and chronically ill peers (Table 2). The opinion of 13 adolescents (mean age: 15.5 years, range: 13–18 years, 61.5% female, Table 1) was asked about the draft version (Figure 2) of the engagement game in three focus groups and five interviews. Overall, the adolescents were positive about the game as it gave them the opportunity to get involved and it helped them to express their views. The pilot version (Figure 2) of the game was tested for usability by four patients (mean age: 14.5 years, range: 13–16 years, 50% female; Table 1) in clinical practice. At the end of the workshop, the adolescents gave their opinion about the engagement game. All adolescents were enthusiastic about the game and enjoyed giving their opinion.
Conclusion: In conclusion, we developed a patient engagement game called All Voices Count, working together with all stakeholders. This game lowers the barrier to include the voice of adolescents in decision‐making about hospital care, research and policy.
Study Design: A user‐centred design, as described in the literature by Gulliksen et al.,25 was used. Key principles of an user‐centred design include user‐focused and active user involvement throughout the entire development process. These principles were guaranteed by actively involving all representative users, including adolescents with a chronic condition, clinicians, researchers, the Patient Alliance for Rare and Genetic Diseases (VSOP), the Dutch Childhood Cancer Organization (VKN) and a youth panel of Fonds NutsOhra (FNO).
Setting: e Emma Children's Hospital Amsterdam UMC
Population of Focus: Adolescents with chronic conditions - adolescents aged 12-18 years with a chronic condition who were under treatment at the Emma Children's Hospital Amsterdam UMC in the Netherlands.
Sample Size: 23 adolescents
Age Range: aged 12-18 years
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