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Play the Pain: A Digital Strategy for Play-Oriented Research and Action

The value of understanding patients' illness experience and social contexts for advancing medicine and clinical care is widely acknowledged. However, methodologies for rigorous and inclusive data gathering and integrative analysis of biomedical, cultural, and social factors are limited. In this...

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Autores principales: Khalili-Mahani, Najmeh, Holowka, Eileen, Woods, Sandra, Khaled, Rilla, Roy, Mathieu, Lashley, Myrna, Glatard, Tristan, Timm-Bottos, Janis, Dahan, Albert, Niesters, Marieke, Hovey, Richard B., Simon, Bart, Kirmayer, Laurence J.
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Frontiers Media S.A. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8714795/
https://www.ncbi.nlm.nih.gov/pubmed/34975566
http://dx.doi.org/10.3389/fpsyt.2021.746477
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author Khalili-Mahani, Najmeh
Holowka, Eileen
Woods, Sandra
Khaled, Rilla
Roy, Mathieu
Lashley, Myrna
Glatard, Tristan
Timm-Bottos, Janis
Dahan, Albert
Niesters, Marieke
Hovey, Richard B.
Simon, Bart
Kirmayer, Laurence J.
author_facet Khalili-Mahani, Najmeh
Holowka, Eileen
Woods, Sandra
Khaled, Rilla
Roy, Mathieu
Lashley, Myrna
Glatard, Tristan
Timm-Bottos, Janis
Dahan, Albert
Niesters, Marieke
Hovey, Richard B.
Simon, Bart
Kirmayer, Laurence J.
author_sort Khalili-Mahani, Najmeh
collection PubMed
description The value of understanding patients' illness experience and social contexts for advancing medicine and clinical care is widely acknowledged. However, methodologies for rigorous and inclusive data gathering and integrative analysis of biomedical, cultural, and social factors are limited. In this paper, we propose a digital strategy for large-scale qualitative health research, using play (as a state of being, a communication mode or context, and a set of imaginative, expressive, and game-like activities) as a research method for recursive learning and action planning. Our proposal builds on Gregory Bateson's cybernetic approach to knowledge production. Using chronic pain as an example, we show how pragmatic, structural and cultural constraints that define the relationship of patients to the healthcare system can give rise to conflicted messaging that impedes inclusive health research. We then review existing literature to illustrate how different types of play including games, chatbots, virtual worlds, and creative art making can contribute to research in chronic pain. Inspired by Frederick Steier's application of Bateson's theory to designing a science museum, we propose DiSPORA (Digital Strategy for Play-Oriented Research and Action), a virtual citizen science laboratory which provides a framework for delivering health information, tools for play-based experimentation, and data collection capacity, but is flexible in allowing participants to choose the mode and the extent of their interaction. Combined with other data management platforms used in epidemiological studies of neuropsychiatric illness, DiSPORA offers a tool for large-scale qualitative research, digital phenotyping, and advancing personalized medicine.
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spelling pubmed-87147952021-12-30 Play the Pain: A Digital Strategy for Play-Oriented Research and Action Khalili-Mahani, Najmeh Holowka, Eileen Woods, Sandra Khaled, Rilla Roy, Mathieu Lashley, Myrna Glatard, Tristan Timm-Bottos, Janis Dahan, Albert Niesters, Marieke Hovey, Richard B. Simon, Bart Kirmayer, Laurence J. Front Psychiatry Psychiatry The value of understanding patients' illness experience and social contexts for advancing medicine and clinical care is widely acknowledged. However, methodologies for rigorous and inclusive data gathering and integrative analysis of biomedical, cultural, and social factors are limited. In this paper, we propose a digital strategy for large-scale qualitative health research, using play (as a state of being, a communication mode or context, and a set of imaginative, expressive, and game-like activities) as a research method for recursive learning and action planning. Our proposal builds on Gregory Bateson's cybernetic approach to knowledge production. Using chronic pain as an example, we show how pragmatic, structural and cultural constraints that define the relationship of patients to the healthcare system can give rise to conflicted messaging that impedes inclusive health research. We then review existing literature to illustrate how different types of play including games, chatbots, virtual worlds, and creative art making can contribute to research in chronic pain. Inspired by Frederick Steier's application of Bateson's theory to designing a science museum, we propose DiSPORA (Digital Strategy for Play-Oriented Research and Action), a virtual citizen science laboratory which provides a framework for delivering health information, tools for play-based experimentation, and data collection capacity, but is flexible in allowing participants to choose the mode and the extent of their interaction. Combined with other data management platforms used in epidemiological studies of neuropsychiatric illness, DiSPORA offers a tool for large-scale qualitative research, digital phenotyping, and advancing personalized medicine. Frontiers Media S.A. 2021-12-15 /pmc/articles/PMC8714795/ /pubmed/34975566 http://dx.doi.org/10.3389/fpsyt.2021.746477 Text en Copyright © 2021 Khalili-Mahani, Holowka, Woods, Khaled, Roy, Lashley, Glatard, Timm-Bottos, Dahan, Niesters, Hovey, Simon and Kirmayer. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
spellingShingle Psychiatry
Khalili-Mahani, Najmeh
Holowka, Eileen
Woods, Sandra
Khaled, Rilla
Roy, Mathieu
Lashley, Myrna
Glatard, Tristan
Timm-Bottos, Janis
Dahan, Albert
Niesters, Marieke
Hovey, Richard B.
Simon, Bart
Kirmayer, Laurence J.
Play the Pain: A Digital Strategy for Play-Oriented Research and Action
title Play the Pain: A Digital Strategy for Play-Oriented Research and Action
title_full Play the Pain: A Digital Strategy for Play-Oriented Research and Action
title_fullStr Play the Pain: A Digital Strategy for Play-Oriented Research and Action
title_full_unstemmed Play the Pain: A Digital Strategy for Play-Oriented Research and Action
title_short Play the Pain: A Digital Strategy for Play-Oriented Research and Action
title_sort play the pain: a digital strategy for play-oriented research and action
topic Psychiatry
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC8714795/
https://www.ncbi.nlm.nih.gov/pubmed/34975566
http://dx.doi.org/10.3389/fpsyt.2021.746477
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