Abstract

BackgroundTrauma-focused cognitive behavioral therapy (TF-CBT) is a first-line treatment for posttraumatic stress disorder (PTSD). Despite a solid evidence base, TF-CBT response and attrition rates vary considerably. Plasticity-focused interventions, including the use of serious games, have the potential to improve TF-CBT response and treatment retention.ObjectiveThe aim of this study was to assess the acceptability of a mobile phone–delivered plasticity-focused serious game to improve response to TF-CBT for PTSD, and carry out a user requirements analysis should the development of a prototype be warranted.MethodsWe conducted 2 one-to-one interviews (n=2), one focus group involving service users who had received a diagnosis of PTSD (n=3) and one focus group involving psychological trauma service clinicians (n=4).ResultsWe found that the concept of a plasticity-focused mobile phone intervention for PTSD is acceptable to patients and clinicians. Service users and clinicians both believed that the usage should be guided by a therapist, and both contributed useful inputs regarding the audiovisual aspects of the proposed serious game. It was accepted that the game would not be suitable for all patients and that clinicians would need to appropriately prescribe the usage of the game.ConclusionsThe findings highlight the acceptability of the proposed serious game and clarify the user requirements for such an intervention. It is the intention of the authors to carry out a user experience evaluation using a prototype serious game in a clinical population.

Highlights

  • In the absence of UK estimates, lifetime prevalence of posttraumatic stress disorder (PTSD) in the United States has been estimated to be between 6.8% and 7.8% [1]

  • We found that the concept of a plasticity-focused mobile phone intervention for PTSD is acceptable to patients and clinicians

  • Service users and clinicians both believed that the usage should be guided by a therapist, and both contributed useful inputs regarding the audiovisual aspects of the proposed serious game

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Summary

Results

Of the 5 service user participants, 4 owned a mobile phone and 1 owned an older generation mobile phone. All participants expressed concern that if the game were too difficult, they may become frustrated and cease using it relatively quickly Should this not be the case, 2 participants stated that they would be willing to use the app for 30 min every day over a prolonged period (defined by the interviewer as between 3 and 6 weeks). As with service user participants, clinicians were positively inquisitive about the concept behind the proposed serious game. Clinicians raised the issue of increasing the numbers of asylum seekers seeking help for PTSD in the United Kingdom in recent years As many of these service users may have difficulty understanding English, the game interface must be intuitive and include very little text guidance. Graphics of beaches, large expanses of open water, boats, lorries, and desert landscapes were deemed undesirable

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