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在瑞士全国范围内部署一款旨在改善新冠病毒感染预防措施的严肃游戏:基于网络的前瞻性研究。

Nationwide Deployment of a Serious Game Designed to Improve COVID-19 Infection Prevention Practices in Switzerland: Prospective Web-Based Study.

作者信息

Suppan Melanie, Stuby Loric, Harbarth Stephan, Fehlmann Christophe A, Achab Sophia, Abbas Mohamed, Suppan Laurent

机构信息

Division of Anesthesiology, Department of Anesthesiology, Clinical Pharmacology, Intensive Care, and Emergency Medicine, University of Geneva Hospitals and Faculty of Medicine, Geneva, Switzerland.

Genève TEAM Ambulances, Geneva, Switzerland.

出版信息

JMIR Serious Games. 2021 Nov 25;9(4):e33003. doi: 10.2196/33003.

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.

摘要

背景

倦怠以及对当局相当程度的不信任会使常规或过度严格的新冠病毒感染预防与控制活动效率低下,甚至适得其反。严肃游戏为传播新冠病毒感染预防与控制指南提供了一种新颖、引人入胜且可能有效的方式。《逃离新冠》是一款用于教授新冠病毒感染预防与控制措施的严肃游戏,此前已在养老院工作人员群体中得到验证。

目的

我们旨在确定从玩严肃游戏《逃离新冠》中学到的、促进或阻碍瑞士广大异质人群改变感染预防与控制行为意图的因素。

方法

这项完全自动化的前瞻性网络研究符合《互联网电子调查结果报告清单》(CHERRIES),在瑞士所有三个主要语言区域开展。在平台上创建账户后,参与者在进入严肃游戏前需完成一份简短的人口统计学问卷。给予潜在参与者的唯一激励是课程结业证书,参与者在完成游戏后问卷后即可获得。主要结果是报告愿意改变其感染预防与控制行为的参与者比例。次要结果是受此意愿影响的感染预防与控制领域,以及特定个人防护装备使用情况的推测变化。还评估了与改变感染预防与控制行为意图相关或无关的因素。其他次要结果包括对严肃游戏的时长、难度、意义和有用性的主观感受;玩严肃游戏时的参与感和无聊感;以及向朋友或同事推荐使用该游戏的意愿。

结果

2021年3月9日至6月9日,平台上共创建了3227个账户,1104名参与者(34.2%)完成了游戏后问卷。在1104名受访者中,509名受访者(46.1%)回答称玩游戏后打算改变其感染预防与控制行为。在回答不打算改变行为的受访者中,86.1%(512/595)回答称他们已经在应用这些指南。遵循德语版本的参与者改变感染预防与控制行为的意愿较低(优势比[OR]0.48,95%置信区间0.24 - 0.96;P = 0.04),且觉得游戏的吸引力较低(P < 0.001)。相反,53岁及以上的参与者改变感染预防与控制行为的意愿更强(OR 2.07,95%置信区间1.44 - 2.97;P < 0.001)。

结论

即使在经历了两波新冠疫情之后,《逃离新冠》仍是在全国范围内加强正确感染预防与控制措施的有用工具;然而,严肃游戏的影响受到语言、年龄类别和先前教育培训的影响,该游戏应进行调整以增强其对特定人群的影响。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/df65/8623323/58a65139e623/games_v9i4e33003_fig1.jpg

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