A Digital Serious Game (Anticip'action) to Support Advance Care Planning Discussions in the General Population: Usability Study.

IF 4.8 Q1 GERIATRICS & GERONTOLOGY
JMIR Aging Pub Date : 2025-08-21 DOI:10.2196/73378
Dafne Campioni, Frederic Ehrler, Antoine Berger, Christine Clavien
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引用次数: 0

Abstract

Background: In the context of an aging population and increasingly medicalized end-of-life practices, it is crucial to promote early discussions to help patients express their view on what is essential in their life as well as articulate their preferences regarding future medical treatments and end-of-life issues. An interprofessional research team at Geneva University and the Geneva University Hospitals has developed Anticip'action, a card game designed to help initiate and conduct advance care planning and end-of-life discussions. It is available for free in paper format in diverse languages and in a digital version in French.

Objective: This study aims to assess the ergonomic quality of the digital version of the game with primary users.

Methods: Overall, 10 users (women: n=5, 50%; men: n=5, 50%; mean age 41, SD 13.4 years; range 25-65 years; education: upper level; comfortable with smartphones) completed an online usability test. The test began with a rapid desirability test to capture initial impressions of the game's main screen without knowing what it is about. This was followed by a think-aloud procedure, including 26 tasks to perform all steps of the game. Posttest questionnaires were administered to collect participants' subjective perceptions of the usability (System Usability Scale), attractiveness (AttrakDiff), and relevance as well as overall endorsement of the game (Mobile Application Rating Scale). Open-ended questions were used to further explore usability issues. Usability problems were categorized and evaluated using standard evaluation grids. Content readability was assessed with Scolarius.

Results: The rapid desirability test revealed an overall good or average impression. In 83.2% (208/250) of the cases, participants successfully completed the think-aloud tasks without assistance. Some of the tasks (4/25, 16%) revealed multiple usability issues requiring assistance. Analysis of the 23 failures and difficulties encountered revealed that 3 (13%) issues were due to suboptimal wording of the task instructions and that there were 9 (39%) major usability problems. All could be addressed through minor modifications. The Scolarius test indicated that the card titles were understandable at an elementary school level, while the explanations on the back of the cards required a high school reading level. Participants rated Anticip'action as good or excellent in usability (79 out of 100 on the System Usability Scale), attractiveness (1.57 on the -3 to +3 AttrakDiff scale), and relevance (4.1 out of 5 on section F of the Mobile Application Rating Scale). Participants provided overall positive qualitative feedback.

Conclusions: The usability testing of the digital French version of Anticip'action produced positive results, with some areas for improvement identified. It can be recommended as a valuable resource for patients, families, and caregivers to prompt reflection, raise awareness, and support advance care planning conversations. Further tests should be conducted on wider population groups, including older patients and individuals less comfortable with digital solutions.

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一款数字严肃游戏(Anticip’action)支持普通人群的提前护理计划讨论:可用性研究。
背景:在人口老龄化和日益医疗化的临终实践的背景下,促进早期讨论以帮助患者表达他们对生命中必不可少的东西的看法以及阐明他们对未来医疗和临终问题的偏好是至关重要的。日内瓦大学和日内瓦大学医院的一个跨专业研究小组开发了Anticip'action,这是一种纸牌游戏,旨在帮助发起和开展预先护理计划和临终讨论。它有多种语言的免费纸质版本和法语的数字版本。目的:本研究旨在评估该游戏的主要用户的数字版本的人体工程学质量。方法:总共有10名用户(女性:n= 5,50%;男性:n= 5,50%;平均年龄41岁,标准差13.4岁;年龄范围25-65岁;教育程度较高;熟悉智能手机)完成了在线可用性测试。测试从快速的吸引力测试开始,在不知道游戏主屏幕是什么的情况下捕捉对它的最初印象。接下来是一个有声思考的过程,包括26个任务来完成游戏的所有步骤。测试后问卷收集参与者对可用性(系统可用性量表)、吸引力(AttrakDiff)、相关性以及对游戏的整体认可(手机应用评级量表)的主观看法。开放式问题用于进一步探讨可用性问题。可用性问题使用标准评估网格进行分类和评估。使用Scolarius评估内容可读性。结果:快速吸引力测试显示整体印象良好或一般。在83.2%(208/250)的案例中,参与者在没有帮助的情况下成功完成了有声思考任务。有些任务(4/ 25,16 %)揭示了多个需要帮助的可用性问题。对23个失败和遇到的困难的分析表明,3个(13%)问题是由于任务说明的措辞不够理想,9个(39%)主要的可用性问题。所有这些都可以通过微小的修改来解决。斯科拉留斯测试表明,卡片的标题可以在小学水平上理解,而卡片背面的解释需要高中阅读水平。参与者将Anticip的行动评为可用性好或优秀(系统可用性量表为100分中的79分),吸引力(-3至+3 AttrakDiff量表为1.57分)和相关性(移动应用程序评级量表F部分为5分中的4.1分)。参与者提供了总体积极的定性反馈。结论:数字法语版《Anticip》的可用性测试产生了积极的结果,并确定了一些需要改进的领域。它可以作为一种宝贵的资源推荐给患者、家属和护理人员,以促进反思,提高认识,并支持预先的护理计划对话。应该对更广泛的人群进行进一步的测试,包括老年患者和对数字解决方案不太适应的个人。
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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来源期刊
JMIR Aging
JMIR Aging Social Sciences-Health (social science)
CiteScore
6.50
自引率
4.10%
发文量
71
审稿时长
12 weeks
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