数字健康游戏对宫颈健康的影响及其对美国女性宫颈癌知识的影响

R. Nirmal, Chang Yun, Martin Le, Patipol Paripoonnanonda, J. Yi
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引用次数: 3

摘要

我们开发了一款数字健康游戏,作为传统静态教育工具(如小册子和视频)的潜在独立和/或补充工具,以调查其在向美国女性人口传播人类乳头瘤病毒(HPV)/宫颈癌预防和治疗的真相和消除神话方面的可行性和有效性,包括本地和亚洲血统(例如越南和韩国)。为了避免任何语言障碍,有效地传递信息,我们增加了多语言功能(英语,韩语和越南语),让每个用户都可以用自己的母语玩游戏。此外,我们设计的游戏以互动的方式提供信息,并添加娱乐元素,让用户更容易沉浸在游戏玩法和学习体验中。我们的结果表明,97%的参与者认为这个游戏提供了大量关于HPV和宫颈癌预防和治疗的信息。更重要的是,大约90%的参与者认为游戏是比传统方法更有效的教育工具。我们的结论是,我们的游戏成功地作为教育工具向公众提供有关HPV/子宫颈癌的有效信息,无论是作为一个独立的工具还是作为传统工具的补充。
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Digital health game on cervical health and its effect on american women's cervical cancer knowledge
We develop a digital health game, a potential standalone and/or supplementary tool to conventional static educational tools such as pamphlets and videos, to investigate its feasibility and effectiveness in disseminating truth and dispelling myths about human-papillomavirus (HPV)/cervical cancer prevention and treatment to female population in US, both native and those of Asian descent (e.g. Vietnamese and Korean). To prevent any hindrance of the language barrier and deliver the information effectively, we add multilingual feature (English, Korean, and Vietnamese) to allow each user to play the game in her own native language. In addition, we design the game to provide the information interactively with added entertainment factor, allowing the users to get immersed more readily into the gameplay and learning experiences. Our results indicate that 97% of participants regarded the game providing perceptively significant amount of information about HPV and cervical cancer prevention and treatment. More importantly, about nine out of ten participants considered the game as more effective educational tool than the traditional methods. We conclude that our game succeeds as the educational tool to provide valid information about HPV/cervical cancer to the public either as a standalone tool or as a supplement to conventional ones.
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