严肃游戏在提高公众遗传素养和遗传风险意识方面的有效性:一项试点研究。

IF 2.2 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH Games for Health Journal Pub Date : 2024-04-01 Epub Date: 2023-10-25 DOI:10.1089/g4h.2022.0041
Ilaria Cutica, Clizia Cincidda, Serena Oliveri, Renato Mainetti, N Alberto Borghese, Gabriella Pravettoni
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引用次数: 0

摘要

背景:基因组学是医学不可分割的一部分;然而,欧洲公民对基本基因概念的识字率仍然很低。本研究的目的是评估严肃游戏(SG)在提高普通人的遗传素养方面的有效性,并评估严肃游戏对参与者在管理遗传风险影响方面的感知自我效能(SE)的影响。材料和方法:制作了两个迷你游戏和一个冒险游戏,以及报告与SG相同信息的传单。60名参与者在基线时登记,并完成了一份简短的社会人口学问卷和一份评估其遗传知识的临时问卷。根据年龄和性别,他们被分配到SGs组(30名受试者)或传单组(30人)。两组都有大约40分钟的时间播放SG或阅读传单。在学习后的课程中,参与者完成了在基线时进行的相同遗传知识问卷和自我效能感量表中的五个项目,而SG组也填写了游戏中体验问卷。结果和结论:结果表明,通过SGs学习遗传概念与通过传单学习遗传概念具有可比性。玩SGs也与挫折感或烦恼感差、对游戏挑战和内容的良好参与以及积极情绪有关,尤其是在30岁以下的受试者中。传单组和SGs组的参与者对SE的感知都显著增加,但SGs玩家的感知效果更高。SG有潜力通过使学习过程更加引人入胜、愉快和提高SE来提高公众的遗传素养。
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Effectiveness of Serious Games in Improving Genetic Literacy and Genetic Risk Awareness in the General Public: A Pilot Study.

Background: Genomics is an integral part of medical science; however, European citizens' literacy on basic genetic concepts is still poor. The aim of this study was to evaluate the effectiveness of Serious Games (SGs) in increasing genetic literacy in laypeople and to assess the impact of SGs on participants' perceived self-efficacy (SE) in managing genetic risk implications. Materials and Methods: Two minigames and an adventure game were created, together with leaflets reporting the same information as the SGs. Sixty participants enrolled at baseline and completed a brief sociodemographic questionnaire and an ad hoc questionnaire assessing their genetic knowledge. They were assigned to the SGs group (30 subjects) or to the Leaflets group (30 subjects) by matching age and sex. Both groups had about 40 minutes to play the SGs or to read the leaflets. In the postlearning session, participants completed the same genetic knowledge questionnaires administered at baseline and five items from the Self-Efficacy Scale, whereas the SGs group also filled in the In-Game Experience Questionnaire. Results and Conclusion: Results showed that learning genetic concepts through SGs was comparable to learning through leaflets. Playing SGs was also associated with poor feelings of frustration or annoyance, good engagement in the game challenges and contents, and positive feelings, particularly in subjects under 30 years. Participants perceiving SE increased significantly in both Leaflets and SGs groups, but the effect was higher for SGs players. SGs have the potential to increase genetic literacy in the public by making the learning process more engaging, pleasant and by enhancing SE.

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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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