Using an interactive visual novel to promote patient empowerment through engagement

Langxuan Yin, Lazlo Ring, T. Bickmore
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引用次数: 45

Abstract

In this paper we describe a prototype of a serious game designed to improve hospital patients' confidence in managing their hospital stay. We present findings of an evaluation of our visual novel computer game by comparing it with traditional approaches to increasing patient empowerment and patient self-efficacy. The results indicated a significant effect of the type of intervention on improvement in empowerment, but only for participants with gaming experience or who achieved a high level of engagement in the game. This study provides evidence that games may outperform other types of health intervention under certain conditions.
使用交互式视觉小说通过参与促进患者赋权
在本文中,我们描述了一个严肃游戏的原型,旨在提高医院病人的信心管理他们的住院。我们通过将我们的视觉小说电脑游戏与传统方法进行比较,提出了一项评估结果,以提高患者的能力和患者的自我效能。结果表明,干预类型对增强授权有显著影响,但仅适用于有游戏经验的参与者或在游戏中达到高参与度的参与者。这项研究提供的证据表明,在某些条件下,游戏可能优于其他类型的健康干预。
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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