Using video games to increase implementation of clinical practice guidelines in trauma triage
Project Number5R01AG076499-02
Former Number1R01AG076499-01
Contact PI/Project LeaderMOHAN, DEEPIKA
Awardee OrganizationUNIVERSITY OF PITTSBURGH AT PITTSBURGH
Description
Abstract Text
PROJECT ABSTRACT
Injury is the leading cause of loss of independence among those over the age 65, resulting in over 3 million
Emergency Department (ED) visits, 800,000 hospitalizations, and greater than $50 billion in costs each year.
Guideline-concordant triage of trauma patients – rapid identification of those with severe injuries and transfer to
trauma centers – decreases mortality by 10 to 25%, reduces loss of independence, and diminishes pain at one
year. Despite this evidence, however, under-triage persists (incidence: 50%), particularly among those over the
age of 65 (incidence: 80%). To address this implementation gap, we propose to conduct a Type I hybrid
effectiveness-implementation trial in which we test the effect of video game-based training on physician
behavior. We designed this trial based on extensive preliminary studies, during which we isolated physician
behavior as the single largest source of variation in triage practices, identified heuristics (pattern recognition)
as a major cause of behavior, developed theory-based, customized video games to recalibrate physician
heuristics (i.e., align them with clinical practice guidelines), and ensured their efficacy in the laboratory. For this
trial, we will recruit a national sample of emergency medicine physicians (n=900), in collaboration with three
large staffing organizations, and will randomize physicians to one of three interventions: video game-based
training, text-based education (active control), or nothing (passive control). The specific aims of the trial are (1)
to test the effect of the three interventions on behavioral (e.g., under-triage) and patient-centered outcomes
(e.g., 30-day mortality) by linking trial data to Medicare claims, (2) to compare the mechanisms of action by
which the active interventions affect physician behavior by using a suite of validated instruments, and (3) to
identify contextual factors that influence implementation and maintenance of guidelines in practice by
performing a comprehensive qualitative evaluation of trial participants (n=20) and a national sample of key
decision makers (e.g., ED directors, patients [n=20/group]). Together these aims will provide critical insight into
the effectiveness of our novel intervention and key data to inform future implementation efforts.
Public Health Relevance Statement
PROJECT NARRATIVE
Two-thirds of older adults with severe injuries are treated at non-trauma centers (under-triage), despite
evidence that care at trauma centers reduces preventable deaths (lives that appropriate and timely medical
care would have saved). One of the critical barriers to reducing preventable deaths after injury is the absence
of interventions that improve physician decision making. The objective of this proposal is to test the real-world
efficacy of video game interventions designed to promote physician use of evidence-based practices.
NIH Spending Category
No NIH Spending Category available.
Project Terms
AcademyAccident and Emergency departmentAddressAffectAgingAgreementBehaviorBehavior assessmentBehavioralBehavioral SciencesCalibrationCaringClinical Practice GuidelineClinical SciencesCollaborationsConsolidated Framework for Implementation ResearchCuesDataDecision MakingDetectionDevelopmentEducationEffectivenessElderlyEmergency Department PhysicianEmergency MedicineEmergency department visitEnsureEvidence based interventionEvidence based practiceExpenditureExposure toFailureFeedbackGoalsGuidelinesHealthHospitalizationHourIncidenceIndependent LivingInjuryInterventionInterviewIntuitionJudgmentLaboratoriesLinkLiteratureMaintenanceMedicalMedicare claimMedicineMethodsMorbidity - disease ratePainParamedical PersonnelParticipantPatient-Focused OutcomesPatientsPattern RecognitionPersonsPhysiciansPlayPower SourcesQualitative EvaluationsRandomizedReach, Effectiveness, Adoption, Implementation, and MaintenanceRefractoryReportingResearchResearch PrioritySamplingScientistSourceStructureTestingTextTimeTrainingTraumaTrauma patientTriageUncertaintyVariantVideo GamesWorkactive controlbehavior changeclinical implementationcognitive processcompare effectivenesscomparison interventioncontextual factorscontinuing medical educationcosteffectiveness/implementation studyeffectiveness/implementation trialexperiencefollow-upfuture implementationheuristicshospital readmissionhuman old age (65+)implementation effortsimplementation scienceimprovedimproved outcomeinjury burdeninsightinstrumentintervention effectmortalitymultidisciplinarynoveloutreachpilot trialpressurepreventable deathprogramsprovider behaviorrecruitsevere injurytheoriestherapy designtrauma centerstreatment as usualtrial designvideogame interventionvirtual reality simulation
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