2017
DOI: 10.1089/g4h.2016.0007
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Illness Experience, Self-Determination, and Recreational Activities in Pediatric Asthma

Abstract: Although asthma self-management depends on ongoing and accurate self-assessment by the patient, pediatric asthma patients have weak skills in the area of symptom perception. Before developing an asthma game targeted to improving asthma self-management and improved symptom awareness, we sought to identify gaps in existing games. To clarify the role of relatedness and autonomy in asthma health game design, we investigated symptom awareness, vocabulary, and self-determination through a series of semi-structured i… Show more

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Cited by 7 publications
(17 citation statements)
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“…Their parents explained that the children indeed feel that they know a lot about it, but parents felt it was not enough, or that children were not able to convert their knowledge to corresponding behaviour. This was confirmed by results from a previous interview study among 15 children (7–17 years old) with asthma and their parents which showed that children do have knowledge about asthma-triggers, but need to be more aware of asthma symptoms and increase their knowledge about medication use [24]. In addition to the discrepancy between the children and the adults, a discrepancy between the parents and the healthcare providers was found.…”
Section: Discussionsupporting
confidence: 63%
“…Their parents explained that the children indeed feel that they know a lot about it, but parents felt it was not enough, or that children were not able to convert their knowledge to corresponding behaviour. This was confirmed by results from a previous interview study among 15 children (7–17 years old) with asthma and their parents which showed that children do have knowledge about asthma-triggers, but need to be more aware of asthma symptoms and increase their knowledge about medication use [24]. In addition to the discrepancy between the children and the adults, a discrepancy between the parents and the healthcare providers was found.…”
Section: Discussionsupporting
confidence: 63%
“…Figure 1 provides a PRISMA flow diagram indicating the inclusion and exclusion of articles at each stage of the screening process. The included papers were published between 2011 and 2019, from Australia (Eassey, Reddel, Ryan, & Smith, 2019 ), the Netherlands (Knudsen et al, 2018 ), South Africa (Murphy, Chuma, Mathews, Steyn, & Levitt, 2015 ) and the United States (Bhattacharya, 2012 ; Bingham & Meyer, 2011 ; Bingham, Crane, & Manning, 2017 ). The included papers described people’s experiences of living with: cystic fibrosis (Bingham & Meyer, 2011 ; Knudsen et al, 2018 ), asthma (Bingham et al, 2017 ; Eassey et al, 2019 ), diabetes (Bhattacharya, 2012 ) and hypertension (Murphy et al, 2015 ).…”
Section: Resultsmentioning
confidence: 99%
“…The majority of studies did not focus on what matters to people in their everyday experiences of living with a chronic illness but rather more specifically on barriers to self-management (Bhattacharya, 2012 ; Bingham et al, 2017 ; Bingham & Meyer, 2011 ; Knudsen et al, 2018 ; Murphy et al, 2015 ). Of the six studies, four aimed to identify factors that could be used in subsequent intervention studies by focusing on the challenges to patients’ basic psychological needs (Bhattacharya, 2012 ; Bingham et al, 2017 ; Bingham & Meyer, 2011 ; Murphy et al, 2015 ), one study explored patient experiences of participating in a life coaching intervention (Knudsen et al, 2018 ) and one explored in depth the role of autonomy in experiences of living with a debilitating condition (Eassey et al, 2019 ). Five studies reported on all three of SDT’s basic psychological needs (autonomy, competence and relatedness) (Bhattacharya, 2012 ; Bingham et al, 2017 ; Bingham & Meyer, 2011 ; Knudsen et al, 2018 ; Murphy et al, 2015 ) and one study analysed and interpreted one of the needs (autonomy) in depth using people’s narratives (Eassey et al, 2019 ).…”
Section: Resultsmentioning
confidence: 99%
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“…Transforming the respiratory therapy into a digital game has shown promising results in increasing adherence [12,13]. Digital games are artificial systems in which players interact, which comprise conflict, rules, and quantifiable outcomes [14].…”
Section: Introductionmentioning
confidence: 99%