预防 COVID-19 健康谣言的严肃游戏("与病毒作战"):开发与实验研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-02-26 DOI:10.2196/45546
Shuo Xiong, Long Zuo, Qiwei Chen, Zhang Zeliang, Mohd Nor Akmal Khalid
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引用次数: 0

摘要

背景:健康谣言在互联网主流社交媒体上肆意传播。中国在 2020 年初爆发 COVID-19 期间出现了健康谣言。许多居住在武汉的中老年人(40 岁以上)相信了这些谣言:本研究的重点是设计一款严肃游戏,作为预防和控制健康谣言的实验项目。研究重点明确放在中老年人社交网络服务的背景上:本研究包括两个主要部分:采用游戏传输控制协议模型,然后根据该模型设计一款名为 "与病毒作斗争 "的游戏作为实验平台,并编制一份采用 5 点李克特量表的认知问卷。确定了本实验研究的相关变量,提出了 10 个假设,并通过实证研究进行了检验。实验共选取了 200 名参与者。通过收集实验中的相关数据,我们进行了统计观察和对比分析,以检验实验假设是否成立:我们注意到,与传统媒体相比,严肃游戏更能激发研究参与者对健康常识的理解和学习兴趣。在判断和识别 COVID-19 健康谣言时,使用游戏教育的测试组对谣言的识别能力更强,识别准确率更高。结果表明,受教育程度越高的中老年人使用严肃游戏的效果越好:结论:与传统媒体相比,严肃游戏能有效提高中老年人在面对健康谣言时的认知能力。游戏效果与个人的年龄和教育背景有关,而收入和性别则没有影响。
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A Serious Game ("Fight With Virus") for Preventing COVID-19 Health Rumors: Development and Experimental Study.

Background: Health rumors arbitrarily spread in mainstream social media on the internet. Health rumors emerged in China during the outbreak of COVID-19 in early 2020. Many midelders/elders (age over 40 years) who lived in Wuhan believed these rumors.

Objective: This study focused on designing a serious game as an experimental program to prevent and control health rumors. The focus of the study was explicitly on the context of the social networking service for midelders/elders.

Methods: This research involved 2 major parts: adopting the Transmission Control Protocol model for games and then, based on the model, designing a game named "Fight With Virus" as an experimental platform and developing a cognitive questionnaire with a 5-point Likert scale. The relevant variables for this experimental study were defined, and 10 hypotheses were proposed and tested with an empirical study. In total, 200 participants were selected for the experiments. By collecting relevant data in the experiments, we conducted statistical observations and comparative analysis to test whether the experimental hypotheses could be proved.

Results: We noted that compared to traditional media, serious games are more capable of inspiring interest in research participants toward their understanding of the knowledge and learning of health commonsense. In judging and recognizing the COVID-19 health rumor, the test group that used game education had a stronger ability regarding identification of the rumor and a higher accuracy rate of identification. Results showed that the more educated midelders/elders are, the more effective they are at using serious games.

Conclusions: Compared to traditional media, serious games can effectively improve midelders'/elders' cognitive abilities while they face a health rumor. The gameplay effect is related to the individual's age and educational background, while income and gender have no impact.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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