Empowering Unvaccinated Youth: Feasibility, Acceptability, and Efficacy of a COVID-19 Serious Game-Based Intervention.

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-10-02 DOI:10.1089/g4h.2024.0011
Lihong Ou, Angela Chia-Chen Chen, Elizabeth Reifsnider, Michael Todd, Ashish Amresh, Chung Jung Mun
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Abstract

Objective: To evaluate a serious game-based intervention's feasibility, acceptability, and efficacy in encouraging coronavirus disease (COVID-19) vaccination among 11-14-year-olds in the United States and assess participant experiences. Materials and Methods: The study, grounded in social cognitive theory and health belief model, recruited and engaged 32 English-speaking parent-child dyads with unvaccinated youths via snowball sampling and social media outreach. These dyads were randomly assigned to either the COVID-19 serious game-based intervention group (n = 16) or a usual care group (n = 16). The study measured beliefs, self-efficacy, and intentions regarding vaccination using surveys before and after the intervention, with follow-up at 2 months to evaluate vaccine uptake. Semistructured interviews provided insights into the gaming experience and study process. Results: All 32 eligible parent-youth dyads (16 in each group) completed the study with full participation. Most participants were Black or African American fathers, making up 75% and 81.3% of the intervention and control groups, respectively. The intervention impacted vaccine uptake, with 75% of the intervention group vaccinating their children compared with 37.5% of the control group [χ2(1, n = 32) = 4.57, P = 0.033]. Key factors for vaccine uptake included parents' motivation and youths' perceived susceptibility, with correlations of r(30) = 0.66, P = 0.006, and r(30) = 0.55, P = 0.029, respectively. The intervention reshaped youth perceptions about self and community protection. Participants expressed overall satisfaction with both the intervention and the study process. Conclusions: The intervention was found to be feasible and acceptable, with potential for integration into youth vaccination strategies to support COVID-19 vaccine decision-making.

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增强未接种疫苗青少年的能力:基于 COVID-19 严重游戏的干预措施的可行性、可接受性和有效性。
目的评估基于严肃游戏的干预措施在鼓励美国 11-14 岁青少年接种冠状病毒病 (COVID-19) 疫苗方面的可行性、可接受性和有效性,并评估参与者的体验。材料与方法:该研究以社会认知理论和健康信念模型为基础,通过滚雪球式抽样和社交媒体宣传,招募并参与了 32 个讲英语的亲子二人组和未接种疫苗的青少年。这些组合被随机分配到 COVID-19 严肃游戏干预组(16 人)或常规护理组(16 人)。该研究通过在干预前后进行问卷调查的方式测量了有关疫苗接种的信念、自我效能和意向,并在 2 个月后进行了跟踪调查,以评估疫苗接种情况。通过半结构式访谈了解了游戏体验和研究过程。结果:所有 32 个符合条件的家长-青少年二人组(每组 16 人)都完成了研究,并全员参与。大多数参与者的父亲是黑人或非裔美国人,分别占干预组和对照组的 75% 和 81.3%。干预措施影响了疫苗接种率,干预组中有 75% 的人给孩子接种了疫苗,而对照组中只有 37.5% 的人[χ2(1, n = 32) = 4.57, P = 0.033]。接种疫苗的关键因素包括家长的积极性和青少年的易感性,相关系数分别为 r(30) = 0.66,P = 0.006 和 r(30) = 0.55,P = 0.029。干预重塑了青少年对自我和社区保护的认识。参与者对干预措施和研究过程总体表示满意。结论:该干预措施是可行的、可接受的,有可能被纳入青少年疫苗接种策略,以支持 COVID-19 疫苗决策。
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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
期刊最新文献
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