%0期刊文章%@ 2291- 9279% I JMIR出版物%V 9%卡塔尔世界杯8强波胆分析 N 4% P e33003% T在瑞士全国范围内部署一款旨在改善COVID-19感染预防实践的严肃游戏:基于网络的前瞻性研究%A Suppan,Melanie %A Stuby,Loric %A Harbarth,Stephan %A Fehlmann,Christophe A %A Achab,Sophia %A Abbas,Mohamed %A Suppan,Laurent %+急诊医学部,麻醉科,临床药理学,重症监护和急诊医学系,日内瓦,1211,瑞士,41 223723311,laurent.suppan@hcuge.ch %K COVID-19 %K严肃游戏%K感染预防%K SARS-CoV-2 %K前瞻性%K网络%K部署%K预防%K游戏%K公共卫生%K传播%K健康信息%K行为%K调查%D 2021 %7 25.11.2021 %9原始论文%J JMIR严肃游戏%G英语%X背景:人们对当局的懈怠和高度不信任,可能会使定期或过度约束的COVID-19感染防控活动效率低下,甚至适得其反。严肃游戏为传播COVID-19感染防控指南提供了一种新颖、吸引人、可能有效的方式。逃离COVID-19是一个严肃的游戏,用于教授COVID-19感染预防和控制实践,这些实践此前已在养老院人员中得到验证。目的:我们的目的是确定从玩严肃的游戏“逃离COVID-19”中学到的因素,这些因素促进或阻碍了在大量异质瑞士人口中改变感染预防和控制行为的意图。方法:这项完全自动化、前瞻性的基于网络的研究,符合互联网电子调查结果报告清单(樱桃),在瑞士的所有3个主要语言地区进行。在平台上创建账号后,参与者被要求完成一份简短的人口统计问卷,然后才能玩这个严肃的游戏。唯一给予潜在参与者的奖励是课程结业证书,参与者在完成赛后问卷调查后获得。 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. %M 34635472 %R 10.2196/33003 %U https://games.www.mybigtv.com/2021/4/e33003 %U https://doi.org/10.2196/33003 %U http://www.ncbi.nlm.nih.gov/pubmed/34635472
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