Aim: To determine the effects of Re-Mission video-game on perceived stress levels of adolescents with cancer.
Method: Study was conducted all adolescents between 13 to 18 years treated between December 2009 and May 2011 years at two hospital in Istanbul. Adolescents were divided into two groups; control group and cases group. Data were collected by the patient information form, the Perceived Stress Scale and Re-Mission Assessment Scale. Data were evaluated appropriate statistical analysis such as percentage, mean, standard deviation, t test, variance analyses, Bonferroni analyses. Validity and reliability of Re-Mission video game was .72 and .79.
Results: Adolescents participating in the study, similar to each other in terms of demographic characteristics such as age, gender, family structure, number of children, social security, the number of hospitalizations. It was found that there is no significant difference between groups in mean scores of perceived stress in the first measurement (p=.250). In the second and third measurements, perceived stress scores (the second measurement=25.16±6.37, the third measurement=18.23±6.80) was significantly lower the case group adolescents than the control group adolescents (second measurement=31.20±2.14, the third measurement=25.63±2.97).
Conclusion: Re-Mission video game may expand in use of game, because the game was effect positively the perceived stress of adolescent.