基于证据的严肃游戏应用程序用于抗生素使用和耐药性的公众教育:随机对照试验

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-09-05 DOI:10.2196/59848
Zhilian Huang, Jing Teng Ow, Wern Ee Tang, Angela Chow
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引用次数: 0

摘要

背景:抗生素的滥用和过度使用加速了抗菌素耐药性(AMR)的发展。严肃游戏(任何形式的游戏,除娱乐外还具有更大的目的)可以加强正在进行的健康促进工作之上的公共教育。因此,我们开发了一款循证教育严肃游戏应用程序--SteWARdS《抗生素防御》,通过由 3 个迷你游戏组成的游戏任务以及与非玩家角色的互动,向玩家传授良好的抗生素使用方法和 AMR 知识:我们旨在评估 SteWARdS Antibiotic Defence 应用程序在提高新加坡公众对适当使用抗生素和 AMR 的知识、态度和看法 (KAP) 方面的有效性:我们进行了一项两臂平行随机对照试验,从新加坡的两家综合诊所招募了 18-65 岁的访客。干预组参与者必须在智能手机上下载 SteWARdS 抗生素防护应用程序(仅有英文版,在安卓平台上提供),并完成应用程序中的任务。参与者需要半天到两周的时间来完成任务。对照组不接受任何干预。关于抗生素使用和 AMR 的知识问题(11 个二进制问题)在基线期、干预结束后和干预后 6-10 周进行自我填写,而态度和认知问题(14 个三点李克特量表问题)则在基线期和干预后 6-10 周进行自我填写。我们还收集了参与者对应用程序使用情况的反馈:参与者(n=348;干预组:n=142;对照组:n=206)的平均年龄为 36.9 岁。与对照组相比,干预组参与者的平均知识得分有了统计学意义上的显著提高(效应大小:0.58 [95% CI 0.28-0.87]),这是在考虑了年龄、受教育程度以及抗生素和 AMR 相关广告的影响后得出的结果。在对婚姻状况和种族进行调整后,干预参与者的态度-认知平均得分也有显著改善(效应大小:0.98(95% CI 0.44-1.52))。大多数参与者认为,"SteWARdS 抗生素防御 "应用程序提高了他们对抗生素使用(135/142,95.1%)和 AMR(136/142,95.8%)的认识。约 73.9%(105/142)的参与者认为该应用程序易于使用,70.4%(100/142)的参与者认为该应用程序令人愉快,85.2%(121/142)的参与者会向他人推荐该应用程序:我们的教育性严肃游戏应用程序提高了参与者对合理使用抗生素和 AMR 的 KAP。公众教育应用程序应具有吸引力、教育性、易用性和吸引人的用户界面。未来的研究应评估干预措施在促进长期知识保留和持久行为改变方面的有效性:ClinicalTrials.gov NCT05445414;https://clinicaltrials.gov/ct2/show/NCT05445414.International 注册报告标识符 (irrid):RR2-10.2196/45833。
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An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled Trial.

Background: The misuse and overuse of antibiotics accelerate the development of antimicrobial resistance (AMR). Serious games, any form of games that serve a greater purpose other than entertainment, could augment public education above ongoing health promotion efforts. Hence, we developed an evidence-based educational serious game app-SteWARdS Antibiotic Defence-to educate players on good antibiotic use practices and AMR through a game quest comprising 3 minigames and interaction with the nonplayer characters.

Objective: We aimed to evaluate the effectiveness of the SteWARdS Antibiotic Defence app in improving the knowledge of, attitude toward, and perceptions (KAP) of appropriate antibiotic use and AMR among the public in Singapore.

Methods: We conducted a 2-arm parallel randomized controlled trial, recruiting visitors aged 18-65 years from 2 polyclinics in Singapore. Intervention group participants had to download the SteWARdS Antibiotic Defence app (available only in English and on the Android platform) on their smartphones and complete the quest in the app. Participants took half a day to 2 weeks to complete the quest. The control group received no intervention. Knowledge questions on antibiotic use and AMR (11 binary questions) were self-administered at baseline, immediately after the intervention, and 6-10 weeks post intervention, while attitudes and perception questions (14 three-point Likert-scale questions) were self-administered at baseline and 6-10 weeks post intervention. We also collected participants' feedback on app usage.

Results: Participants (n=348; intervention: n=142, control: n=206) had a mean age of 36.9 years. Intervention group participants showed a statistically significant improvement in mean knowledge score (effect size: 0.58 [95% CI 0.28-0.87]) compared with controls after accounting for age, educational level, and exposure to advertisements on antibiotics and AMR. Intervention participants also showed a statistically significant improvement in mean attitude-perception scores (effect size: 0.98 (95% CI 0.44-1.52)) after adjusting for marital status and race. A majority of participants agreed that the "SteWARdS Antibiotic Defence" app improved their awareness on antibiotic use (135/142, 95.1%) and AMR (136/142, 95.8%). About 73.9% (105/142) of the participants agreed that the app is easy to use, 70.4% (100/142) agreed that the app was enjoyable, and 85.2% (121/142) would recommend the app to others.

Conclusions: Our educational serious game app improves participants' KAP on appropriate antibiotic use and AMR. Public education apps should be engaging, educational, easy to use, and have an attractive user interface. Future research should assess the effectiveness of interventions in facilitating long-term knowledge retention and long-lasting behavioral change.

Trial registration: ClinicalTrials.gov NCT05445414; https://clinicaltrials.gov/ct2/show/NCT05445414.

International registered report identifier (irrid): RR2-10.2196/45833.

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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.
期刊最新文献
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