@文章{info:doi/10.2196/33003,作者=“Suppan, Melanie和Stuby, Loric和Harbarth, Stephan和Fehlmann, Christophe A和Achab, Sophia和Abbas, Mohamed和Suppan, Laurent”,标题=“旨在改善瑞士COVID-19感染预防实践的严肃游戏的全国部署:基于网络的前瞻性研究”,期刊=“JMIR严肃游戏”,年=“2021”,月=“11月”,日=“25”,卷=“9”,数=“4”,页=“e33003”,关键词=“COVID-19;严肃的游戏;预防感染;SARS-CoV-2;未来的;基于web的;部署;预防;游戏;公共卫生; dissemination; health information; behavior; survey", abstract="Background: Lassitude and a rather high degree of mistrust toward the authorities can make regular or overly constraining COVID-19 infection prevention and control campaigns inefficient and even counterproductive. Serious games provide an original, engaging, and potentially effective way of disseminating COVID-19 infection prevention and control guidelines. Escape COVID-19 is a serious game for teaching COVID-19 infection prevention and control practices that has previously been validated in a population of nursing home personnel. Objective: We aimed to identify factors learned from playing the serious game Escape COVID-19 that facilitate or impede intentions of changing infection prevention and control behavior in a large and heterogeneous Swiss population. Methods: This fully automated, prospective web-based study, compliant with the Checklist for Reporting Results of Internet E-Surveys (CHERRIES), was conducted in all 3 main language regions of Switzerland. After creating an account on the platform, participants were asked to complete a short demographic questionnaire before accessing the serious game. The only incentive given to the potential participants was a course completion certificate, which participants obtained after completing the postgame questionnaire. The primary outcome was the proportion of participants who reported that they were willing to change their infection prevention and control behavior. Secondary outcomes were the infection prevention and control areas affected by this willingness and the presumed evolution in the use of specific personal protective equipment items. The elements associated with intention to change infection prevention and control behavior, or lack thereof, were also assessed. Other secondary outcomes were the subjective perceptions regarding length, difficulty, meaningfulness, and usefulness of the serious game; impression of engagement and boredom while playing the serious game; and willingness to recommend its use to friends or colleagues. Results: From March 9 to June 9, 2021, a total of 3227 accounts were created on the platform, and 1104 participants (34.2{\%}) completed the postgame questionnaire. Of the 1104 respondents, 509 respondents (46.1{\%}) answered that they intended to change their infection prevention and control behavior after playing the game. Among the respondents who answered that they did not intend to change their behavior, 86.1{\%} (512/595) answered that they already apply these guidelines. Participants who followed the German version were less likely to intend to change their infection prevention and control behavior (odds ratio [OR] 0.48, 95{\%} CI 0.24-0.96; P=.04) and found the game less engaging (P<.001). Conversely, participants aged 53 years or older had stronger intentions of changing infection prevention and control behavior (OR 2.07, 95{\%} CI 1.44-2.97; P<.001). Conclusions: Escape COVID-19 is a useful tool to enhance correct infection prevention and control measures on a national scale, even after 2 COVID-19 pandemic waves; however, the serious game's impact was affected by language, age category, and previous educational training, and the game should be adapted to enhance its impact on specific populations. ", issn="2291-9279", doi="10.2196/33003", url="https://games.www.mybigtv.com/2021/4/e33003", url="https://doi.org/10.2196/33003", url="http://www.ncbi.nlm.nih.gov/pubmed/34635472" }
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