gamification

游戏化
  • 文章类型: Journal Article
    本研究调查了技术接受模型(TAM)、自我调节策略,和学业自我效能感,以及他们对从事远程教育的大学生的学习成绩和感知学习的集体影响。
    来自华南地区的872名大学生参与了这项研究。采用结构方程模型(SEM)分析了变量之间的理论关系。研究集中在两个主要领域:TAM框架内的学术自我效能感与游戏性自我调节策略之间的联系,以及TAM三个维度对学生感知学习和学习成绩的影响。
    研究结果突出了自我效能感和游戏自我调节策略,提高技术接受度。事实证明,使用基于游戏的在线资源,对技术的接受程度的提高会对学生的学习成绩和学习体验产生积极影响。
    该研究强调了自我效能感和游戏性自我调节策略在塑造学生对技术的看法和态度方面的重要性。在基于游戏的在线资源课程的背景下,这些因素被发现是感知学习和学术成就的关键决定因素。
    UNASSIGNED: This study investigates the interplay between the Technology Acceptance Model (TAM), self-regulation strategies, and academic self-efficacy, and their collective impact on academic performance and perceived learning among college students engaged in remote education.
    UNASSIGNED: A sample of 872 university students from Southern China participated in this study. Structural Equation Modeling (SEM) was employed to analyze the theoretical relationships among the variables. The research focused on two primary areas: the connection between academic self-efficacy and gameful self-regulation strategies within the framework of TAM, and the influence of TAM\'s three dimensions on students\' perceived learning and academic performance.
    UNASSIGNED: Findings highlight self-efficacy and gameful self-regulation strategies, in enhancing technology acceptance. Improved acceptance of technology is shown to positively affect academic performance and the perceived learning experience of students in classes using game-based online resources.
    UNASSIGNED: The study emphasizes the significance of self-efficacy and gameful self-regulation strategies in shaping students\' perceptions and attitudes towards technology. These factors are found to be key determinants of both perceived learning and academic achievement in the context of game-based online resource classes.
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  • 文章类型: Journal Article
    慢性非特异性颈痛(CNNP)在中国造成了巨大的健康和经济负担。本研究引入了一个游戏化的运动感测健康应用框架,以解决现有健康应用的局限性。游戏化的颈椎躯体运动应用程序与智能手机的内置传感器一起使用运动捕获技术来模拟精确的躯体交互。对照实验和数据分析表明,通过增加参与者的平均每日活动和对颈椎锻炼常规的依从性,该应用程序在缓解参与者颈部疼痛方面明显优于传统的文本和视频干预措施。参与者的颈部疼痛水平通过颈部残疾指数(NDI)量化。对照实验的结果表明,这种游戏化方法将颈部残疾指数(NDI)评分从1.54显着降低到1.24,突出了其减轻颈部疼痛和提高用户依从性的能力。
    Chronic non-specific neck pain (CNNP) poses a substantial health and economic burden in China. This study introduces a gamified motion-sensing health application framework to address the limitations of existing health applications. The gamified cervical spine somatic exercise application employs motion capture technology alongside the smartphone\'s built-in sensors to simulate accurate somatic interactions. Controlled experiments and data analyses demonstrated that the application significantly outperformed traditional text and video interventions in relieving participants\' neck pain by increasing their average daily activity and compliance with the cervical spine exercise routine. The neck pain level of the participants is quantified by the Neck Disability Index (NDI). The results from the controlled experiments demonstrate that this gamified approach significantly decreases the Neck Disability Index (NDI) score from 1.54 to 1.24, highlighting its ability to alleviate neck pain and increase user compliance.
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  • 文章类型: Journal Article
    背景:注意缺陷/多动障碍(ADHD)是儿童中最常见的神经发育障碍之一。药物治疗一直是多动症的主要治疗方法,辅以行为干预。数字和运动干预是有希望的非药理学方法,可以增强ADHD儿童的身心健康。然而,数字疗法和运动疗法的综合影响尚不清楚.
    目的:本研究的目的是确定BrainFit一种结合游戏化认知和运动训练的新型数字干预,有效减少学龄儿童ADHD症状和执行功能(EF)。
    方法:这项为期4周的前瞻性随机对照试验包括90名儿童(6-12岁),他们在ADHD门诊就诊并符合ADHD诊断标准。在2022年3月至8月之间,参与者被随机(1:1)接受BrainFit干预(n=44)或等待名单对照(n=46)。干预包括在iPad上进行的12个30分钟的会议,为期4周,每周3个会议(星期一,星期三,和周五放学后)在训练有素的工作人员的监督下。主要结局是父母根据Swanson评估的注意力和多动症症状,诺兰,和Pelham问卷(SNAP-IV)评定量表和EF技能通过执行功能行为评定量表(BRIEF)进行评估,评估干预前后。对80名减员后的儿童进行了意向治疗分析。基于非参数重采样的置换检验用于干预效果的假设检验。
    结果:在145名符合纳入标准的儿童中,90人同意并随机分配;最终,80名(88.9%)儿童完成了研究并被纳入分析。参与者的平均年龄为8.4(SD1.3)岁,包括63名(78.8%)男性参与者。最常见的ADHD亚型是过度活跃/冲动(54/80,68%),23(29%)儿童有严重症状。在研究的终点,与对照组相比,BrainFit干预组的ADHD症状总改善(SNAP-IV总分)明显更大(β=-12.203,95%CI-17.882至-6.523;P<.001),由于注意力不集中分量表得分较低(β=-3.966,95%CI-6.285至-1.647;P<.001),多动/冲动(β=-5.735,95%CI-8.334至-3.137;P<.001),和对立反抗障碍(β=-2.995,95%CI-4.857至-1.132;P=0.002)。干预与BIEF的元认知指数(β=-6.312,95%CI-10.973至-1.650;P=.006)和全球执行综合指数(β=-5.952,95%CI-10.214至-1.690;P=.003)显着降低相关。没有严重的干预相关不良事件的报告。
    结论:这种新颖的数字认知物理干预对患有ADHD的学龄儿童有效。有必要进行更大的多中心有效性试验,并进行更长的随访,以证实这些发现并评估治疗效果的持久性。
    背景:中国临床试验注册ChiCTR2300070521;https://www.chictr.org.cn/showproj.html?proj=177806。
    BACKGROUND: Attention-deficit/hyperactivity disorder (ADHD) is one of the most common neurodevelopmental disorders among children. Pharmacotherapy has been the primary treatment for ADHD, supplemented by behavioral interventions. Digital and exercise interventions are promising nonpharmacologic approaches for enhancing the physical and psychological health of children with ADHD. However, the combined impact of digital and exercise therapies remains unclear.
    OBJECTIVE: The aim of this study was to determine whether BrainFit, a novel digital intervention combining gamified cognitive and exercise training, is efficacious in reducing ADHD symptoms and executive function (EF) among school-aged children with ADHD.
    METHODS: This 4-week prospective randomized controlled trial included 90 children (6-12 years old) who visited the ADHD outpatient clinic and met the diagnostic criteria for ADHD. The participants were randomized (1:1) to the BrainFit intervention (n=44) or a waitlist control (n=46) between March and August 2022. The intervention consisted of 12 30-minute sessions delivered on an iPad over 4 weeks with 3 sessions per week (Monday, Wednesday, and Friday after school) under the supervision of trained staff. The primary outcomes were parent-rated symptoms of attention and hyperactivity assessed according to the Swanson, Nolan, and Pelham questionnaire (SNAP-IV) rating scale and EF skills assessed by the Behavior Rating Inventory of Executive Function (BRIEF) scale, evaluated pre and post intervention. Intention-to-treat analysis was performed on 80 children after attrition. A nonparametric resampling-based permutation test was used for hypothesis testing of intervention effects.
    RESULTS: Among the 145 children who met the inclusion criteria, 90 consented and were randomized; ultimately, 80 (88.9%) children completed the study and were included in the analysis. The participants\' average age was 8.4 (SD 1.3) years, including 63 (78.8%) male participants. The most common ADHD subtype was hyperactive/impulsive (54/80, 68%) and 23 (29%) children had severe symptoms. At the endpoint of the study, the BrainFit intervention group had a significantly larger improvement in total ADHD symptoms (SNAP-IV total score) as compared to those in the control group (β=-12.203, 95% CI -17.882 to -6.523; P<.001), owing to lower scores on the subscales Inattention (β=-3.966, 95% CI -6.285 to -1.647; P<.001), Hyperactivity/Impulsivity (β=-5.735, 95% CI -8.334 to -3.137; P<.001), and Oppositional Defiant Disorder (β=-2.995, 95% CI -4.857 to -1.132; P=.002). The intervention was associated with significant reduction in the Metacognition Index (β=-6.312, 95% CI -10.973 to -1.650; P=.006) and Global Executive Composite (β=-5.952, 95% CI -10.214 to -1.690; P=.003) on the BRIEF. No severe intervention-related adverse events were reported.
    CONCLUSIONS: This novel digital cognitive-physical intervention was efficacious in school-age children with ADHD. A larger multicenter effectiveness trial with longer follow-up is warranted to confirm these findings and to assess the durability of treatment effects.
    BACKGROUND: Chinese Clinical Trial Register ChiCTR2300070521; https://www.chictr.org.cn/showproj.html?proj=177806.
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  • 文章类型: Journal Article
    这项研究考察了游戏化对酒店和旅游组织中工作场所繁荣和员工福祉的影响,调查冲突解决和工作关系的中介效应,同时评估最高管理层支持的调节作用。我们对来自各种酒店和旅游组织的451名员工进行了一项滞后的研究。我们的研究旨在了解游戏化如何影响工作场所的繁荣和员工的福祉,重点是解决冲突和工作关系的中介作用。我们还研究了最高管理层支持的调节作用。我们的结果表明游戏化和工作场所繁荣之间存在积极联系,以及游戏化和员工福祉之间的联系。冲突解决被发现调解游戏化和工作场所繁荣之间的关系,而工作关系调解了游戏化和员工福祉之间的联系。此外,最高管理层的支持显著缓和了游戏化之间的关系,解决冲突,工作场所蓬勃发展。
    This study examines the effect of gamification on workplace thriving and employee well-being in the hospitality and tourism organizations, investigating the mediating effects of conflict resolution and working relationships while assessing the moderating influence of top management support. We conducted a time-lagged study with 451 employees from various hospitality and tourism organizations. Our research aimed to understand how gamification affects workplace thriving and employee well-being, with a focus on the mediating roles of conflict resolution and working relationships. We also examined the moderating effect of top management support. Our results demonstrate a positive link between gamification and workplace thriving, as well as a connection between gamification and employee well-being. Conflict resolution was found to mediate the relationship between gamification and workplace thriving, while working relationships mediated the connection between gamification and employee well-being. Additionally, top management support significantly moderated the relationships between gamification, conflict resolution, and workplace thriving.
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  • 文章类型: Journal Article
    背景:尽管基于游戏的应用程序已用于灾难医学教育,还没有专门为在IEMT环境中培训这些护士而设计的严肃的电脑游戏。为了满足这一需求,我们开发了一个严肃的电脑游戏,叫做IEMTtraining游戏。在这个游戏中,玩家承担IEMT护士的角色,在虚拟环境中评估患者的伤害,并提供合适的治疗选择。
    方法:本研究的设计是回顾性比较分析。这项研究是在一家医院的209名护士中进行的。这项研究的数据收集过程是在2019-2020学年进行的。进行了回顾性比较分析,post-,以及IEMT护士的最终测试分数。此外,向受训者分发了一份调查问卷,以收集对教学方法的见解,随后进行了分析。
    结果:两组之间的总体考试成绩存在显着差异,与对照组相比,游戏组表现优异(赔率比=1.363,p值=0.010)。调查结果表明,与演讲组相比,游戏组表现出更高的学习动机得分和更低的认知负荷。
    结论:由指导员团队开发的IEMT培训游戏是在IEMT中培训护士进行灾难救援的一种有希望且有效的方法。游戏为学员提供必要的技能和知识,以有效地应对紧急情况。很容易理解,增强知识保留和学习动力,并减少认知负荷。
    BACKGROUND: Although game-based applications have been used in disaster medicine education, no serious computer games have been designed specifically for training these nurses in an IEMT setting. To address this need, we developed a serious computer game called the IEMTtraining game. In this game, players assume the roles of IEMT nurses, assess patient injuries in a virtual environment, and provide suitable treatment options.
    METHODS: The design of this study is a retrospective comparative analysis. The research was conducted with 209 nurses in a hospital. The data collection process of this study was conducted at the 2019-2020 academic year. A retrospective comparative analysis was conducted on the pre-, post-, and final test scores of nurses in the IEMT. Additionally, a survey questionnaire was distributed to trainees to gather insights into teaching methods that were subsequently analyzed.
    RESULTS: There was a significant difference in the overall test scores between the two groups, with the game group demonstrating superior performance compared to the control group (odds ratio = 1.363, p value = 0.010). The survey results indicated that the game group exhibited higher learning motivation scores and lower cognitive load compared with the lecture group.
    CONCLUSIONS: The IEMT training game developed by the instructor team is a promising and effective method for training nurses in disaster rescue within IEMTs. The game equips the trainees with the necessary skills and knowledge to respond effectively to emergencies. It is easily comprehended, enhances knowledge retention and motivation to learn, and reduces cognitive load.
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  • 文章类型: Meta-Analysis
    在过去的几年里,在应用游戏化来促进期望的健康行为方面已经出现了新兴的兴趣。然而,在男男性行为者(MSM)中,这种应用在HIV预防和护理连续体中的有效性知之甚少。
    本研究旨在总结和评估关于游戏化对HIV预防和护理连续体的有效性的研究,包括促进艾滋病毒检测;减少无公寓肛交(CAS);以及摄取和坚持暴露前预防(PrEP),暴露后预防(PEP),和抗逆转录病毒疗法(ART)。
    我们全面搜索了PubMed,Embase,Cochrane图书馆,WebofScience,Scopus,以及《医学互联网研究杂志》及其姊妹期刊,从成立到2024年1月以中英文发表。当他们与活跃或非活跃的对照组一起使用游戏化干预措施并评估以下结果中的至少一种时,纳入了合格的研究:HIV检测;CAS;以及对PrEP的摄取和依从性,PEP,和艺术。在荟萃分析期间,应用了随机效应模型。两名评审员独立评估了每项纳入研究的质量和偏倚风险。
    系统评价确定了26项研究,包括10项随机对照试验(RCTs)。结果表明,游戏化的数字干预措施已应用于各种艾滋病毒结果,比如艾滋病毒检测,CAS,PrEP摄取和坚持,PEP吸收,艺术坚持。大多数研究在美国进行(n=19,73%)。最常用的游戏组件是获得积分,其次是挑战。荟萃分析显示,游戏化干预可以减少3个月随访时的CAS行为数量(n=2个RCT;发生率比0.62,95%CI0.44-0.88)。荟萃分析还表明,在3个月随访(n=3个RCT;风险比1.16,95%CI0.96-1.38)和6个月随访(n=4个RCT;风险比1.28,95%CI0.89-1.84)时,PrEP依从性有效但无统计学意义。仅设计了1个试点RCT来评估游戏化应用程序在促进HIV检测和PrEP吸收方面的有效性。没有进行RCT来评估游戏化数字干预对PEP摄取和依从性的影响。MSM之间的ART启动。
    我们的研究结果表明,游戏化数字干预对降低MSM中CAS行为数量的短期影响。仍然需要进一步的有力研究来评估游戏化数字干预对HIV检测的影响,PrEP摄取,PEP启动和遵守,和ART启动在MSM。
    UNASSIGNED: In the past few years, a burgeoning interest has emerged in applying gamification to promote desired health behaviors. However, little is known about the effectiveness of such applications in the HIV prevention and care continuum among men who have sex with men (MSM).
    UNASSIGNED: This study aims to summarize and evaluate research on the effectiveness of gamification on the HIV prevention and care continuum, including HIV-testing promotion; condomless anal sex (CAS) reduction; and uptake of and adherence to pre-exposure prophylaxis (PrEP), postexposure prophylaxis (PEP), and antiretroviral therapy (ART).
    UNASSIGNED: We comprehensively searched PubMed, Embase, the Cochrane Library, Web of Science, Scopus, and the Journal of Medical Internet Research and its sister journals for studies published in English and Chinese from inception to January 2024. Eligible studies were included when they used gamified interventions with an active or inactive control group and assessed at least one of the following outcomes: HIV testing; CAS; and uptake of and adherence to PrEP, PEP, and ART. During the meta-analysis, a random-effects model was applied. Two reviewers independently assessed the quality and risk of bias of each included study.
    UNASSIGNED: The systematic review identified 26 studies, including 10 randomized controlled trials (RCTs). The results indicated that gamified digital interventions had been applied to various HIV outcomes, such as HIV testing, CAS, PrEP uptake and adherence, PEP uptake, and ART adherence. Most of the studies were conducted in the United States (n=19, 73%). The most frequently used game component was gaining points, followed by challenges. The meta-analysis showed gamification interventions could reduce the number of CAS acts at the 3-month follow-up (n=2 RCTs; incidence rate ratio 0.62, 95% CI 0.44-0.88). The meta-analysis also suggested an effective but nonstatistically significant effect of PrEP adherence at the 3-month follow-up (n=3 RCTs; risk ratio 1.16, 95% CI 0.96-1.38) and 6-month follow-up (n=4 RCTs; risk ratio 1.28, 95% CI 0.89-1.84). Only 1 pilot RCT was designed to evaluate the effectiveness of a gamified app in promoting HIV testing and PrEP uptake. No RCT was conducted to evaluate the effect of the gamified digital intervention on PEP uptake and adherence, and ART initiation among MSM.
    UNASSIGNED: Our findings suggest the short-term effect of gamified digital interventions on lowering the number of CAS acts in MSM. Further well-powered studies are still needed to evaluate the effect of the gamified digital intervention on HIV testing, PrEP uptake, PEP initiation and adherence, and ART initiation in MSM.
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  • 文章类型: Journal Article
    背景:促进COVID-19预防是大流行控制的关键,创新的干预措施可以帮助向公众传达可靠的科学。根据香港赛马会SMARTFamily-Link计划,我们开发并评估了通过基于网络的家庭游戏促进COVID-19预防的试点干预措施,以计划行为理论和基于力量的方法为指导。方法:2020年9月21日向社会公开开展“SMART防疫”试点主题,为期4周。游戏分为两个部分:(i)强度识别和(ii)有关COVID-19预防知识和行为的问答问题。简单的基线,在游戏中,赛后评估评估了玩家的感知知识,行为,家庭福祉,游戏满意度,和感知的好处。结果:在86个注册家庭中,55积极发挥,包括212名球员(51%为女性,35%的18岁以下)自我认定为儿童(44%),父母(39%)祖父母(11%)。在第1周和第4周,每个家庭平均进行7轮和18轮比赛,86.6%和75.9%的回合有完美(2)的行为匹配。对51个家庭的赛后评估显示,防疫知识和行为有所改善,家庭沟通,家庭幸福(所有P<0.001),和家庭关系(P=0.002),效应大小小(0.15-0.29)。总体游戏满意度评分为4.49(1-5)。94%的家庭与他人分享了游戏知识。结论:我们的试点网络家庭游戏首先显示了增强COVID-19预防知识和行为的初步证据,和家庭幸福,参与者认识到家庭优势,报告高满意度和各种感知的好处,并显示出持续的游戏玩法。试验注册:研究方案在美国国立卫生研究院注册(标识符编号:NCT04550065)于2020年9月16日。
    Background: Promoting COVID-19 prevention is key to pandemic control and innovative interventions can help communicate reliable science to the public. Under the Hong Kong Jockey Club SMART Family-Link Project, we developed and evaluated a pilot intervention for promoting COVID-19 prevention through a web-based family game, guided by the Theory of Planned Behavior and a strength-based approach. Methods: The \"SMART Epidemic prevention\" pilot theme was launched to the public on September 21, 2020 for 4 weeks. The game had two parts: (i) strength recognition and (ii) quiz questions on knowledge and behaviors about COVID-19 prevention. Simple baseline, in-game, and postgame evaluation assessed players\' perceived knowledge, behaviors, family well-being, game satisfaction, and perceived benefits. Results: Of 86 registered families, 55 played actively, including 212 players (51% female, 35% aged below 18) who self-identified as children (44%), parents (39%), and grandparents (11%). In weeks 1 and 4, an average of 7 and 18 game rounds were played per family, and 86.6% and 75.9% of rounds had perfect (2) behavior matches. Postgame evaluation with 51 families showed improvements in epidemic prevention knowledge and behaviors, family communication, family happiness (all P < 0.001), and family relationship (P = 0.002) with small effect sizes (0.15-0.29). Overall game satisfaction was rated 4.49 (scale of 1-5). Ninety-four percent of families shared knowledge from the game with others. Conclusions: Our pilot web-based family game first showed preliminary evidence on enhancing COVID-19 prevention knowledge and behaviors, and family well-being, with participants recognizing family strengths, reporting high satisfaction and various perceived benefits, and showing sustained gameplay. Trial Registration: The research protocol was registered at the National Institutes of Health (Identifier No. NCT04550065) on September 16, 2020.
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  • 文章类型: Journal Article
    社交媒体营销以其与消费者快速、多元化的沟通优势,在企业品牌推广中发挥着重要作用。中国互联网企业支付宝推出蚂蚁森林作为一款具有游戏化社交功能的移动应用,带来消费者品牌参与。蚂蚁森林提供了各种游戏化功能(例如,点,排行榜,徽章,任务和团队合作),鼓励用户参与环保和公益活动。这些游戏化机制,结合社交媒体的传播,实现了用户品牌价值的共同创造。在目前的研究中,通过在线问卷对蚂蚁森林的305名Z世代用户进行了调查,采用偏最小二乘结构方程模型(PLS-SEM)方法进行数据分析。这项研究表明,娱乐的四个要素,时髦,社交媒体营销中的定制和口碑对蚂蚁森林的消费者品牌参与度有统计上显著的直接影响。此外,在蚂蚁森林中,游戏化对定制化与消费者品牌参与度之间的关系具有显着的正调节作用,对新潮与消费者品牌参与度之间的关系具有显着的负调节作用。本研究在社交媒体营销的概念体系中加入了游戏化,并为游戏化社交媒体营销应用的发展提供了建议。
    Social media marketing plays a relevant role in the brand promotion of enterprises owing to its advantages of rapid and diversified communication with consumers. The Chinese Internet enterprise Alipay launched Ant Forest as a mobile application with gamified social functions, bringing consumer-brand engagement. Ant Forest provides a variety of gamification functions (e.g. point, leaderboard, badge, task and teamwork) to encourage users to participate in environmental protection and public welfare activities. These gamification mechanisms, combined with the spread of social media, have realised the co-creation of user brand value. In the current study, 305 Gen Z users of Ant Forest were surveyed through an online questionnaire, and the data analysis was conducted using the partial least squares structural equation modelling (PLS-SEM) method. This study indicates that the four elements of entertainment, trendiness, customisation and word-of-mouth in social media marketing have statistically significant direct effects on the consumer-brand engagement in Ant Forest. In addition, gamification shows a significant positive moderating effect on the relationship between customisation and consumer-brand engagement and a significant negative moderating effect on the relationship between trendiness and consumer-brand engagement in Ant Forest. This study adds gamification to the conceptual system of social media marketing and provides suggestions for the development of gamified social media marketing applications.
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  • 文章类型: Randomized Controlled Trial
    背景:证据支持严肃游戏在健康教育中的有效性,但是人们对它们对普通人群中儿童的社会心理健康的影响知之甚少。
    目的:本研究旨在探讨基于手机游戏的安全教育计划在改善儿童安全和社会心理方面的潜力。
    方法:安全城市是一款专门设计用于教育香港儿童安全知识的移动角色扮演游戏。这项随机对照试验包括340名4至6年级的儿童。干预手臂参与者(n=170)被指示玩安全城市手机游戏4周,而对照组参与者(n=170)收到了安全手册。所有参与者在基线(T1)时完成了关于安全知识和行为以及心理社会问题的调查,干预后1个月(T2),干预后3个月(T3)。对累积游戏分数和迷你游戏性能进行了分析,以代表游戏的暴露程度。使用2样本2尾t检验分析结果数据,以比较干预组和对照组参与者从T1到T2和T3的平均变化。使用广义加性模型分析了游戏使用与干预后结果变化的关联。
    结果:干预组和对照组之间的平均变化没有显着差异。然而,使用分析显示,较高的游戏分数与T3时安全行为(P=.03)和内化问题(P=.01)的改善相关.匹配和发现危险的迷你游戏性能显着预测T2和T3时安全知识的改善。
    结论:使用分析表明,玩安全城市手机游戏可以显着提高安全知识,减少不安全行为和内部化问题。这些发现为严肃游戏对心理和社会福祉的积极影响提供了证据,强调技术驱动的干预措施的潜力,以帮助儿童了解安全和预防伤害。
    背景:ClinicalTrials.orgNCT04096196;https://clinicaltrials.gov/show/NCT04096196。
    RR2-10.2196/17756。
    BACKGROUND: Evidence supports the effectiveness of serious games in health education, but little is known about their effects on the psychosocial well-being of children in the general population.
    OBJECTIVE: This study aimed to investigate the potential of a mobile game-based safety education program in improving children\'s safety and psychosocial outcomes.
    METHODS: Safe City is a mobile roleplaying game specifically designed to educate children in Hong Kong about safety. This randomized controlled trial included 340 children in grades 4 through 6. Intervention arm participants (n=170) were instructed to play the Safe City mobile game for 4 weeks, whereas control arm participants (n=170) received a safety booklet. All participants completed a survey on safety knowledge and behaviors and psychosocial problems at baseline (T1), 1 month postintervention (T2), and 3 months postintervention (T3). Cumulative game scores and mini-game performance were analyzed as a proxy for the extent of exposure to the game. Outcome data were analyzed using 2-sample 2-tailed t tests to compare mean change from T1 to T2 and to T3 for intervention versus control arm participants. The association of game use with outcome changes postintervention was analyzed using generalized additive models.
    RESULTS: No significant differences were found in mean changes between the intervention and control arms. However, use analyses showed that higher game scores were associated with improvements in safe behavior (P=.03) and internalizing problems (P=.01) at T3. Matching and Spot the Danger mini-game performance significantly predicted improvements in safety knowledge at T2 and T3.
    CONCLUSIONS: Analysis of use has shown that playing the Safe City mobile game can result in significant improvements in safety knowledge and reductions in unsafe behavior and internalizing problems. These findings provide evidence for the positive impact of serious games on psychological and social well-being, highlighting the potential of technology-driven interventions to assist children in learning about safety and preventing injuries.
    BACKGROUND: ClinicalTrials.org NCT04096196; https://clinicaltrials.gov/show/NCT04096196.
    UNASSIGNED: RR2-10.2196/17756.
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  • 文章类型: Journal Article
    提前护理计划可能具有挑战性,因为讨论临终护理通常具有负面含义。游戏化是一种新颖的方法,可以鼓励西方文化中的提前护理计划对话。
    与多个利益相关者共同设计游戏,以促进中国社区的提前护理计划。
    在医学研究委员会框架的指导下,在2019年5月至2020年8月期间采用了两阶段设计,用于开发复杂的干预措施。在第一阶段,在文献综述的基础上开发了一个游戏原型,专家咨询和最终用户咨询。在第二阶段,游戏原型在最终用户中进行了测试,并通过迭代过程根据他们的反馈和多学科团队的专业知识进行了完善。
    老年护理领域的专家,姑息治疗,生活教育和游戏开发以及中国60岁或以上的社区居住成年人。
    开发了一种名为“在杂货店发现的五种口味”的棋盘游戏。游戏设计是由Bandura的自我效能理论以及专家和最终用户的反馈形成的。参与者通常发现游戏体验令人愉快,并赞赏有机会公开讨论临终护理。
    这项研究是第一个开发有证据的,基于理论,使用共同设计方法促进华人社区提前护理计划的文化敏感游戏。
    UNASSIGNED: Advance care planning can be challenging because discussing end-of-life care often has negative connotations. Gamification is a novel approach to encourage advance care planning conversations in Western culture.
    UNASSIGNED: To co-design a game with multiple stakeholders to promote advance care planning in Chinese communities.
    UNASSIGNED: A two-phase design guided by the Medical Research Council framework for developing complex interventions was adopted between May 2019 and August 2020. In phase I, a game prototype was developed based on literature review, expert consultation and end-user consultation. In Phase II, the game prototype was tested among end-users and refined according to their feedback and expertise of a multi-disciplinary team through an iterative process.
    UNASSIGNED: Experts in the field of aged care, palliative care, life education and game development and Chinese community-dwelling adults aged 60 years or older.
    UNASSIGNED: A board game called \'The Five Tastes Found in a Grocery Store\' was developed. The game design was shaped by Bandura\'s Self-efficacy theory and feedback from experts and end-users. The participants generally found the gaming experience enjoyable and appreciated the opportunity to discuss end-of-life care openly.
    UNASSIGNED: This study is the first to develop an evidence-informed, theory-based, culturally sensitive game for promoting advance care planning in the Chinese community using a co-design approach.
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