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.