Sit Shirley M M, Lai Agnes Y K, Kwok Tai-On, Wong Hoi-Wa, Wong Yiu-Lun, Lam Eliza Y W, Chan Judy Y W, Kong Florence S W, Cham Kerin, Ng Charles K K, Yip Teresa, Tsui Terry S Y, Wong Chiu-Man, Wong Bell C L, Tang Wai-Yan, Yam Pui-Wah, Chui Macy, Wan Alice, Kwok Yu-Kwong, Lam Tai-Hing
School of Public Health, The University of Hong Kong, Hong Kong, China.
School of Nursing, The University of Hong Kong, Hong Kong, China.
Front Public Health. 2020 Dec 22;8:579773. doi: 10.3389/fpubh.2020.579773. eCollection 2020.
Information communication technologies (ICT) are increasingly used in health promotion, but integration is challenging and involves complex processes. Large community health promotion events are often held but the experiences and processes have rarely been evaluated and published. No reports have described and systematically evaluated an ICT-supported health promotion event using digital games. We evaluated the development and implementation of a large community family health promotion event with ICT integration to promote family happiness with collaboration between academia (The University of Hong Kong) and the social (family) service sector, and collected feedback from participants and social service workers. We (i) conducted a systematic process evaluation, (ii) administered an on-site questionnaire survey on participant satisfaction and feedback, and (iii) collected post-event qualitative feedback from social workers on using new technologies, digital game design and overall experiences. Fourteen digital games were designed and run in booths at the event by 12 non-governmental social service organizations and academia. Four gaming technologies were utilized: chroma key (green screen), somatosensory (kinect and leap motion techniques), augmented reality and virtual reality. 1,365 participants joined the event, in which 1,257 from 454 families were recruited and pre-registered through 12 NGOs. About 39.3% were male and more than half (53.3%) were aged 18 years and above. About 3,487 game booth headcounts were recorded. Games using virtual reality, kinect motion and green screen technologies were most liked. The average game satisfaction score was high (4.5 out of 5). Social service workers reported positive experiences with using new technologies in health promotion, and interests in future collaborations involving more ICT. Our systematic evaluation showed successful integration of ICT components in the health promotion event. This event, most likely the first of its kind, served as a capacity building and knowledge transfer platform for interdisciplinary co-sharing and co-learning of new technologies. It provided a solid foundation for further academic and social service partnerships and should be a useful model for similar community events and their evaluation. Further development and integration of ICT for health promotion among social service organizations with comprehensive evaluation are warranted.
信息通信技术(ICT)在健康促进中的应用日益广泛,但整合具有挑战性,且涉及复杂的过程。大型社区健康促进活动经常举办,但相关经验和过程很少得到评估和发表。尚无报告描述并系统评估过使用数字游戏的ICT支持的健康促进活动。我们评估了一场大型社区家庭健康促进活动的开展与实施情况,该活动整合了ICT,旨在通过学术界(香港大学)与社会(家庭)服务部门的合作促进家庭幸福,并收集了参与者和社会服务工作者的反馈。我们(i)进行了系统的过程评估,(ii)对参与者满意度和反馈进行了现场问卷调查,(iii)收集了社会工作者对新技术使用、数字游戏设计及总体体验的事后定性反馈。14款数字游戏由12个非政府社会服务组织和学术界在活动展位上设计并运行。使用了四种游戏技术:色度键(绿幕)、体感(Kinect和Leap Motion技术)、增强现实和虚拟现实。1365名参与者参加了活动,其中1257名来自454个家庭,通过12个非政府组织进行了预先登记。约39.3%为男性,超过半数(53.3%)年龄在18岁及以上。记录到约3487人次的游戏展位参与人数。使用虚拟现实、Kinect动作和绿幕技术的游戏最受欢迎。游戏平均满意度得分较高(满分5分,得4.5分)。社会服务工作者报告了在健康促进中使用新技术的积极体验,以及对未来更多涉及ICT合作的兴趣。我们的系统评估表明,ICT组件成功整合到了健康促进活动中。该活动很可能是同类活动中的首个,为跨学科共同分享和学习新技术提供了能力建设和知识转移平台。它为进一步的学术和社会服务伙伴关系奠定了坚实基础,应为类似社区活动及其评估提供有用模式。有必要在社会服务组织中进一步开发和整合ICT用于健康促进,并进行全面评估。