Who Engages and Why It Matters?: Describing Participant Engagement in a Serious Game Intervention for Patients With Advanced Cancer

Kai-Lin You, R. Delaney, N. McKinley, Pat Healy, T. Thomas
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引用次数: 1

Abstract

While the use and benefits of serious games in health care are increasingly recognized, the impact of individuals' game engagement remains understudied, limiting the potential for impact. This pilot study aims to describe game engagement and its associations with learning outcomes, sociodemographics, and health factors in women with advanced cancer receiving a 12-week self-advocacy serious game intervention. Game engagement was collected from study tablets and weekly self-reported surveys. Participants' game engagement was overall high but with large amounts of variation and did not differ by their sociodemographics and health factors. Participants with lower baseline symptom severity were more likely to repeat game scenarios, and those who engaged in all scenarios had higher connected strength post-intervention. Knowing what prevents patients with advanced cancer from engaging in the serious game enlightens ways to refine the gamified interventions. Future research is suggested to evaluate patients' engagement to deepen understanding of its impacts on learning outcomes.
谁参与,为什么重要?描述参与者对晚期癌症患者的严重游戏干预的参与情况
虽然人们越来越认识到严肃游戏在医疗保健领域的作用和益处,但个人游戏参与度的影响仍未得到充分研究,这限制了其潜在影响。本初步研究旨在描述接受12周自我倡导严肃游戏干预的晚期癌症女性的游戏参与度及其与学习成果、社会人口统计学和健康因素的关联。游戏粘性是通过平板电脑和每周自我报告调查收集的。参与者的游戏粘性总体上很高,但存在很大的差异,并且不受他们的社会人口统计和健康因素的影响。基线症状严重程度较低的参与者更有可能重复游戏场景,参与所有场景的参与者在干预后具有更高的联系强度。了解是什么阻止了晚期癌症患者参与严肃的游戏,启发了改进游戏化干预的方法。未来的研究建议评估患者的参与,以加深了解其对学习成果的影响。
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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