Exploring the Impact of a Persuasive Serious Video Game (Farmily) on Promoting Home Gardening Among Novices: Design and Randomized Controlled Trial.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2024-08-08 DOI:10.2196/60771
Carlos Alberto García de Alba-Chávez, Ismael Edrein Espinosa-Curiel, Rosa María Michel-Nava
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Abstract

Background: Home gardens worldwide provide sustenance, economic support, and access to fresh produce and promote household well-being, health, self-sufficiency, and food security. However, they face significant challenges worldwide and necessitate innovative promotion approaches. Serious video games have proven effective in promoting agricultural knowledge. However, more research is needed on the persuasive potential of agriculture games to influence players' thoughts, attitudes, and behaviors. This provides an opportunity to examine the impact of persuasive games on promoting home gardening among novices.

Objective: This study aims to describe the design and development of Farmily, a persuasive video game promoting home gardening among novices. In addition, it evaluated the effectiveness of Farmily and compared its impact with that of a traditional home gardening workshop. Furthermore, the study explored how game enjoyment relates to the game's outcomes.

Methods: A randomized controlled trial with 50 novice gardening participants aged 20 to 50 years was carried out. Participants were randomly assigned to a control group (1.5-hour workshop) or an experimental group (1.5-hour Farmily session). Pre- and postintervention assessments were conducted. We evaluated Farmily's impact on knowledge, attitudes, perceived self-efficacy, and intentions regarding initiating home gardens. In addition, we investigated the user enjoyment and its relationship with the game's effect outcomes.

Results: The experimental group significantly improved their knowledge (t24=4.26; P<.001), attitude (z24=2.98; P=.003), self-efficacy (t24=2.6; P=.02), and intention to initiate home gardens (z24=4.15; P<.001). The experimental group showed similar effectiveness in knowledge transfer (t24=-1.71; P=.09) and a more significant impact on attitude (z24=2.73; P=.006), self-efficacy (t24=2.21; P=.03), and intention to start a home garden (t24=-5.33; P<.001) than the control group. Farmily was well received by the intervention group, generating high enjoyment. Furthermore, user enjoyment substantially correlated with user attitudes (r23=0.72; P<.001) and self-efficacy (r23=0.67; P<.001), yet no discernible association was observed among user enjoyment, knowledge (r23=0.26; P=.20), and intention (r23=0.06; P=.77).

Conclusions: Evidence indicates that Farmily appears to be a viable tool for promoting home gardening among novices in the short term. Farmily demonstrated similar effects in knowledge improvement to those of a traditional workshop and had a more significant impact on the other variables. In addition, we found that the player's gaming experience positively relates to the player's attitudes and self-efficacy. A well-powered randomized controlled trial with more diverse samples and extended follow-up periods will be conducted to establish the long-term efficacy of Farmily and gain a deeper understanding of the influence of enjoyment on game outcomes.

探索劝说性严肃视频游戏(Farmily)对促进新手家庭园艺的影响:设计与随机对照试验。
背景:世界各地的家庭菜园为人们提供生计、经济支持和获取新鲜农产品的机会,并促进家庭幸福、健康、自给自足和粮食安全。然而,世界各地的家庭菜园都面临着巨大的挑战,因此有必要采取创新的推广方法。事实证明,严肃视频游戏能有效推广农业知识。然而,对于农业游戏影响玩家思想、态度和行为的说服潜力,还需要进行更多的研究。这为研究说服性游戏对促进新手家庭园艺的影响提供了机会:本研究旨在介绍《Farmily》的设计和开发过程,这是一款向新手推广家庭园艺的劝说性视频游戏。此外,研究还对 Farmily 的效果进行了评估,并将其与传统的家庭园艺工作坊的效果进行了比较。此外,该研究还探讨了游戏乐趣与游戏成果之间的关系:方法:对 50 名年龄在 20 至 50 岁之间的园艺新手进行了随机对照试验。参与者被随机分配到对照组(1.5 小时的工作坊)或实验组(1.5 小时的 Farmily 课程)。我们进行了干预前和干预后的评估。我们评估了 Farmily 对知识、态度、自我效能感和家庭菜园启动意向的影响。此外,我们还调查了用户的乐趣及其与游戏效果之间的关系:结果:实验组的知识(t24=4.26;P24=2.98;P=.003)、自我效能感(t24=2.6;P=.02)和启动家庭菜园的意向(z24=4.15;P24=-1.71;P=.09)以及对态度(z24=2.73;P=.006)、自我效能感(t24=2.21;P=.03)、开始家庭菜园的意向(t24=-5.33;P23=0.72;P23=0.67;P23=0.26;P=.20)和意向(r23=0.06;P=.77)的影响更为显著:有证据表明,在短期内,Farmily 似乎是向新手推广家庭园艺的可行工具。Farmily 在提高知识方面的效果与传统研讨会相似,但对其他变量的影响更为显著。此外,我们还发现,玩家的游戏体验与玩家的态度和自我效能感有积极关系。为了确定 Farmily 的长期疗效,并更深入地了解乐趣对游戏结果的影响,我们将开展一项具有更多样化样本和更长跟踪期的有力随机对照试验。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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