Reset filters

Search publications


By keyword
By department

No publications found.

 

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

Authors: Khalili-Mahani NHolowka EWoods SKhaled RRoy MLashley MGlatard TTimm-Bottos JDahan ANiesters MHovey RBSimon BKirmayer LJ


Affiliations

1 McGill Centre for Integrative Neuroscience, Montreal Neurological Institute, McGill University, Montreal, QC, Canada.
2 Division of Social & Transcultural Psychiatry, McGill University, Montreal, QC, Canada.
3 Culture and Mental Health Research Unit, Lady Davis Institute, Jewish General Hospital, Montreal, QC, Canada.
4 Technoculture, Arts and Game Centre, Milieux Institute for Art, Culture and Technology, Concordia University, Montreal, QC, Canada.
5 Patient Partner, Montreal, QC, Canada.
6 Department of Psychology, McGill University, Montreal, QC, Canada.
7 Department of Computer Science, Concordia University, Montreal, QC, Canada.
8 PERFORM Centre, Concordia University, Montreal, QC, Canada.
9 Department of Creative Art Therapies, Concordia University, Montreal, QC, Canada.
10 Department of Anesthesiology,

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.


Links

PubMed: https://pubmed.ncbi.nlm.nih.gov/34975566/

DOI: 10.3389/fpsyt.2021.746477