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Assessing the Validity of Using Serious Game Technology to Analyze Physician Decision Making
BACKGROUND: Physician non-compliance with clinical practice guidelines remains a critical barrier to high quality care. Serious games (using gaming technology for serious purposes) have emerged as a method of studying physician decision making. However, little is known about their validity. METHODS:...
Autores principales: | , , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2014
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4143260/ https://www.ncbi.nlm.nih.gov/pubmed/25153149 http://dx.doi.org/10.1371/journal.pone.0105445 |
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author | Mohan, Deepika Angus, Derek C. Ricketts, Daniel Farris, Coreen Fischhoff, Baruch Rosengart, Matthew R. Yealy, Donald M. Barnato, Amber E. |
author_facet | Mohan, Deepika Angus, Derek C. Ricketts, Daniel Farris, Coreen Fischhoff, Baruch Rosengart, Matthew R. Yealy, Donald M. Barnato, Amber E. |
author_sort | Mohan, Deepika |
collection | PubMed |
description | BACKGROUND: Physician non-compliance with clinical practice guidelines remains a critical barrier to high quality care. Serious games (using gaming technology for serious purposes) have emerged as a method of studying physician decision making. However, little is known about their validity. METHODS: We created a serious game and evaluated its construct validity. We used the decision context of trauma triage in the Emergency Department of non-trauma centers, given widely accepted guidelines that recommend the transfer of severely injured patients to trauma centers. We designed cases with the premise that the representativeness heuristic influences triage (i.e. physicians make transfer decisions based on archetypes of severely injured patients rather than guidelines). We randomized a convenience sample of emergency medicine physicians to a control or cognitive load arm, and compared performance (disposition decisions, number of orders entered, time spent per case). We hypothesized that cognitive load would increase the use of heuristics, increasing the transfer of representative cases and decreasing the transfer of non-representative cases. FINDINGS: We recruited 209 physicians, of whom 168 (79%) began and 142 (68%) completed the task. Physicians transferred 31% of severely injured patients during the game, consistent with rates of transfer for severely injured patients in practice. They entered the same average number of orders in both arms (control (C): 10.9 [SD 4.8] vs. cognitive load (CL):10.7 [SD 5.6], p = 0.74), despite spending less time per case in the control arm (C: 9.7 [SD 7.1] vs. CL: 11.7 [SD 6.7] minutes, p<0.01). Physicians were equally likely to transfer representative cases in the two arms (C: 45% vs. CL: 34%, p = 0.20), but were more likely to transfer non-representative cases in the control arm (C: 38% vs. CL: 26%, p = 0.03). CONCLUSIONS: We found that physicians made decisions consistent with actual practice, that we could manipulate cognitive load, and that load increased the use of heuristics, as predicted by cognitive theory. |
format | Online Article Text |
id | pubmed-4143260 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2014 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
spelling | pubmed-41432602014-08-27 Assessing the Validity of Using Serious Game Technology to Analyze Physician Decision Making Mohan, Deepika Angus, Derek C. Ricketts, Daniel Farris, Coreen Fischhoff, Baruch Rosengart, Matthew R. Yealy, Donald M. Barnato, Amber E. PLoS One Research Article BACKGROUND: Physician non-compliance with clinical practice guidelines remains a critical barrier to high quality care. Serious games (using gaming technology for serious purposes) have emerged as a method of studying physician decision making. However, little is known about their validity. METHODS: We created a serious game and evaluated its construct validity. We used the decision context of trauma triage in the Emergency Department of non-trauma centers, given widely accepted guidelines that recommend the transfer of severely injured patients to trauma centers. We designed cases with the premise that the representativeness heuristic influences triage (i.e. physicians make transfer decisions based on archetypes of severely injured patients rather than guidelines). We randomized a convenience sample of emergency medicine physicians to a control or cognitive load arm, and compared performance (disposition decisions, number of orders entered, time spent per case). We hypothesized that cognitive load would increase the use of heuristics, increasing the transfer of representative cases and decreasing the transfer of non-representative cases. FINDINGS: We recruited 209 physicians, of whom 168 (79%) began and 142 (68%) completed the task. Physicians transferred 31% of severely injured patients during the game, consistent with rates of transfer for severely injured patients in practice. They entered the same average number of orders in both arms (control (C): 10.9 [SD 4.8] vs. cognitive load (CL):10.7 [SD 5.6], p = 0.74), despite spending less time per case in the control arm (C: 9.7 [SD 7.1] vs. CL: 11.7 [SD 6.7] minutes, p<0.01). Physicians were equally likely to transfer representative cases in the two arms (C: 45% vs. CL: 34%, p = 0.20), but were more likely to transfer non-representative cases in the control arm (C: 38% vs. CL: 26%, p = 0.03). CONCLUSIONS: We found that physicians made decisions consistent with actual practice, that we could manipulate cognitive load, and that load increased the use of heuristics, as predicted by cognitive theory. Public Library of Science 2014-08-25 /pmc/articles/PMC4143260/ /pubmed/25153149 http://dx.doi.org/10.1371/journal.pone.0105445 Text en © 2014 Mohan et al http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are properly credited. |
spellingShingle | Research Article Mohan, Deepika Angus, Derek C. Ricketts, Daniel Farris, Coreen Fischhoff, Baruch Rosengart, Matthew R. Yealy, Donald M. Barnato, Amber E. Assessing the Validity of Using Serious Game Technology to Analyze Physician Decision Making |
title | Assessing the Validity of Using Serious Game Technology to Analyze Physician Decision Making |
title_full | Assessing the Validity of Using Serious Game Technology to Analyze Physician Decision Making |
title_fullStr | Assessing the Validity of Using Serious Game Technology to Analyze Physician Decision Making |
title_full_unstemmed | Assessing the Validity of Using Serious Game Technology to Analyze Physician Decision Making |
title_short | Assessing the Validity of Using Serious Game Technology to Analyze Physician Decision Making |
title_sort | assessing the validity of using serious game technology to analyze physician decision making |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4143260/ https://www.ncbi.nlm.nih.gov/pubmed/25153149 http://dx.doi.org/10.1371/journal.pone.0105445 |
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