Department of Biomedical Informatics, Columbia University College of Physicians and Surgeons, New York (JSA, RK)
Department of Psychology, Columbia University, New York (EUW)
Med Decis Making. 2011 Jan-Feb;31(1):130-42. doi: 10.1177/0272989X10364847. Epub 2010 Apr 14.
Many patients have difficulty interpreting risks described in statistical terms as percentages. Computer game technology offers the opportunity to experience how often an event occurs, rather than simply read about its frequency.
. To assess effects of interactive graphics on risk perceptions and decisions.
. Electronic questionnaire. Participants and setting. Respondents (n = 165) recruited online or at an urban hospital. Intervention. Health risks were illustrated by either static graphics or interactive game-like graphics. The interactive search graphic was a grid of squares, which, when clicked, revealed stick figures underneath. Respondents had to click until they found a figure affected by the disease. Measurements. Risk feelings, risk estimates, intention to take preventive action.
. Different graphics did not affect mean risk estimates, risk feelings, or intention. Low-numeracy participants reported significantly higher risk feelings than high-numeracy ones except with the interactive search graphic. Unexpectedly, respondents reported stronger intentions to take preventive action when the intention question followed questions about efficacy and disease severity than when it followed perceived risk questions (65% v. 34%; P < 0.001). When respondents reported risk feelings immediately after using the search graphic, the interaction affected perceived risk (the longer the search to find affected stick figures, the higher the risk feeling: ρ = 0.57; P = 0.009). Limitations. The authors used hypothetical decisions.
. A game-like graphic that allowed consumers to search for stick figures affected by disease had no main effect on risk perception but reduced differences based on numeracy. In one condition, the game-like graphic increased concern about rare risks. Intentions for preventive action were stronger with a question order that focused first on efficacy and disease severity than with one that focused first on perceived risk.
许多患者难以理解以百分比形式描述的风险。计算机游戏技术提供了一种体验事件发生频率的机会,而不仅仅是阅读其频率。
评估交互式图形对风险认知和决策的影响。
电子问卷。参与者和设置。在线或在城市医院招募的受访者(n=165)。干预措施。通过静态图形或交互式游戏式图形来展示健康风险。交互式搜索图形是一个由正方形组成的网格,点击后会显示下面的小人物。受访者必须点击直到找到一个受疾病影响的人物。测量。风险感受、风险估计、采取预防措施的意愿。
不同的图形并未影响平均风险估计、风险感受或意图。低数学素养的参与者报告的风险感受明显高于高数学素养的参与者,除了使用交互式搜索图形的情况。出乎意料的是,当意向问题紧随功效和疾病严重程度问题之后,而不是在感知风险问题之后,受访者报告了更强的采取预防措施的意愿(65%比 34%;P<0.001)。当受访者在使用搜索图形后立即报告风险感受时,交互作用会影响感知风险(找到受影响小人物的搜索时间越长,风险感受越高:ρ=0.57;P=0.009)。
作者使用了假设性决策。
一种允许消费者搜索受疾病影响的小人物的游戏式图形对风险认知没有主要影响,但减少了基于数学素养的差异。在一种情况下,游戏式图形增加了对罕见风险的关注。当问题顺序首先关注功效和疾病严重程度,而不是首先关注感知风险时,采取预防措施的意愿更强。