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Background: The use of health apps to support the treatment of chronic pain is gaining importance. Most available pain management apps are still lacking in content quality and quantity as their developers neither involve health experts to ensure target group suitability nor use gamification to engage and motivate the user. To close this gap, we aimed to develop a gamified pain management app, Pain-Mentor.
Objective: To determine whether medical professionals would approve of Pain-Mentor’s concept and content, this study aimed to evaluate the quality of the app’s first prototype with experts from the field of chronic pain management and to discover necessary improvements.
Methods: A total of 11 health professionals with a background in chronic pain treatment and 2 mobile health experts participated in this study. Each expert first received a detailed presentation of the app. Afterward, they tested Pain-Mentor and then rated its quality using the mobile application rating scale (MARS) in a semistructured interview.
Results: The experts found the app to be of excellent general (mean 4.54, SD 0.55) and subjective quality (mean 4.57, SD 0.43). The app-specific section was rated as good (mean 4.38, SD 0.75). Overall, the experts approved of the app’s content, namely, pain and stress management techniques, behavior change techniques, and gamification. They believed that the use of gamification in Pain-Mentor positively influences the patients’ motivation and engagement and thus has the potential to promote the learning of pain management techniques. Moreover, applying the MARS in a semistructured interview provided in-depth insight into the ratings and concrete suggestions for improvement.
Conclusions: The experts rated Pain-Mentor to be of excellent quality. It can be concluded that experts perceived the use of gamification in this pain management app in a positive manner. This showed that combining pain management with gamification did not negatively affect the app’s integrity. This study was therefore a promising first step in the development of Pain-Mentor.
According to the domain specific models of speech perception, speech is supposed to be processed distinctively compared to non-speech. This assumption is supported by many studies dealing with the processing of speech and non-speech stimuli. However, the complexity of both stimulus classes is not matched in most studies, which might be a confounding factor, according to the cue specific models of speech perception. One solution is spectrally rotated speech, which has already been used in a range of fMRI and PET studies. In order to be able to investigate the role of stimulus complexity, vowels, spectrally rotated vowels and a second non-speech condition with two bands of sinusoidal waves, representing the first two formants of the vowels, were used in the present thesis. A detailed description of the creation and the properties of the whole stimulus set are given in Chapter 2 (Experiment 1) of this work. These stimuli were used to investigate the auditory processing of speech and non-speech sounds in a group of dyslexic adults and age matched controls (Experiment 2). The results support the assumption of a general auditory deficit in dyslexia. In order to compare the sensory processing of speech and non-speech in healthy adults on the electrophysiological level, stimuli were also presented within a multifeature oddball paradigm (Experiment 3). Vowels evoked a larger mismatch negativity (MMN) compared to both non-speech stimulus types. The MMN evoked by tones and spectrally rotated tones were compared in Experiment 4, to investigate the role of harmony. No difference in the area of MMN was found, indicating that the results found in Experiment 3 were not moderated by the harmonic structure of the vowels. All results are discussed in the context of the domain and cue specific models of speech perception.