“But do they like it?” Participant satisfaction and gameplay experience of a public health videogame intervention in adolescents

Kimberly D. Hieftje, Tyra M. Pendergrass, E. Montanaro, T. Kyriakides, O. Florsheim, L. Fiellin
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引用次数: 6

Abstract

Participant satisfaction and experience can impact the effectiveness of a given intervention. The purpose of this mixed methods study was to explore adolescents' satisfaction and gameplay experience with a videogame intervention aimed at reducing HIV-related risk. Satisfaction and gameplay experience data were collected from adolescents who played the PlayForward: Elm City Stories videogame as part of a randomized controlled trial. Quantitative and qualitative data were collected using in-person interviews following six weeks of gameplay. Gender differences were evaluated. Three hundred and thirty-three participants were enrolled in the study and six-week data were available for 267 participants, of whom 133 (50%) played PlayForward (50% girls; 11–14 years; mean age 12.9). They generally reported high levels of satisfaction with their gameplay experience. Exploratory analysis of gender differences revealed girls were more likely to report that they would play the game again or would tell their friends to play the game, while boys felt more connected to their characters in the game. A videogame intervention that is both effective and well liked is essential to best affect health outcomes.
“但他们喜欢吗?”青少年公共健康电子游戏干预的参与者满意度和游戏体验
参与者的满意度和经验可以影响给定干预的有效性。这项混合方法研究的目的是探索青少年对电子游戏干预的满意度和游戏体验,旨在降低艾滋病相关风险。作为随机对照试验的一部分,我们收集了玩《PlayForward: Elm City Stories》电子游戏的青少年的满意度和游戏体验数据。定量和定性数据是在6周游戏后通过面对面访谈收集的。评估性别差异。333名参与者参与了这项研究,267名参与者有6周的数据,其中133名(50%)玩《PlayForward》(50%是女孩;11 - 14年;平均年龄12.9岁)。他们普遍表示对自己的游戏体验非常满意。对性别差异的探索性分析显示,女孩更有可能再次玩游戏或告诉朋友玩游戏,而男孩则觉得自己与游戏中的角色更有联系。一种既有效又受欢迎的电子游戏干预对于最好地影响健康结果至关重要。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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