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用于改变与生活方式相关疾病行为意图的严肃游戏:基于计划行为理论的结构方程模型实验研究

Serious Game for Change in Behavioral Intention Toward Lifestyle-Related Diseases: Experimental Study With Structural Equation Modeling Using the Theory of Planned Behavior.

作者信息

Egashira Mahiro, Son Daisuke, Ema Arisa

机构信息

Division of Science Interpreter Training Program, Komaba Organization for Educational Excellence, The University of Tokyo, Tokyo, Japan.

Department of Community-Based Family Medicine, Faculty of Medicine, Tottori University, Yonago, Japan.

出版信息

JMIR Serious Games. 2022 Feb 21;10(1):e28982. doi: 10.2196/28982.

Abstract

BACKGROUND

Health activities should be tailored to individual lifestyles and values. To raise awareness of health behaviors, various practices related to health education, such as interactive activities among individuals with different backgrounds, have been developed. Moreover, serious games have been used as a tool for facilitating communication. However, there have been few investigations that are based on the framework of the theory of planned behavior on the mechanisms of health-related behavioral intention change from playing serious games.

OBJECTIVE

We aimed to investigate the mechanisms of behavioral intention change among various age groups after an intervention using a serious game to increase awareness of lifestyle-related diseases.

METHODS

Adults, undergraduates, and high school students played a serious game, called Negotiation Battle, and answered a questionnaire-Gaming Event Assessment Form for Lifestyle-related Diseases-before, immediately after, and 2-4 weeks after the game. The questionnaire was composed of 16 items based on the theory of planned behavior. We used structural equation modeling to compare responses from the 3 groups.

RESULTS

For all 3 age groups (adults: mean 43.4 years, range 23-67 years; undergraduates: mean 20.9 years, range 19-34 years; high school students: mean 17.9 years, 17-18 years), perceived behavior control was the key factor of behavioral intention change. Immediately after the game, causal relationships between perceived behavioral control and behavioral intention were enhanced or maintained for all groups-adults (before: path coefficient 1.030, P<.001; after: path coefficient 2.045, P=.01), undergraduates (before: path coefficient 0.568, P=.004; after: path coefficient 0.737, P=.001), and high school students (before: path coefficient 14.543, P=.97; after: path coefficient 0.791, P<.001). Analysis of free descriptions after intervention suggested that experiencing dilemma is related to learning and behavioral intention.

CONCLUSIONS

The study revealed that the serious game changed the behavioral intention of adolescents and adults regarding lifestyle-related diseases, and changes in perceived behavioral control mediated the alteration mechanism.

摘要

背景

健康活动应根据个人生活方式和价值观进行调整。为提高对健康行为的认识,已开展了各种与健康教育相关的实践活动,例如不同背景个体之间的互动活动。此外,严肃游戏已被用作促进交流的工具。然而,基于计划行为理论框架,针对玩严肃游戏后健康相关行为意向改变机制的研究却很少。

目的

我们旨在研究使用一款严肃游戏进行干预后,不同年龄组行为意向改变的机制,该游戏旨在提高对生活方式相关疾病的认识。

方法

成年人、大学生和高中生玩了一款名为“谈判之战”的严肃游戏,并在游戏前、游戏结束后立即以及游戏结束后2 - 4周回答了一份问卷——生活方式相关疾病游戏事件评估表。该问卷由基于计划行为理论的16个项目组成。我们使用结构方程模型比较了三组的回答。

结果

对于所有三个年龄组(成年人:平均43.4岁,范围23 - 67岁;大学生:平均20.9岁,范围19 - 34岁;高中生:平均17.9岁,17 - 18岁),感知行为控制是行为意向改变的关键因素。游戏结束后立即,所有组(成年人:干预前路径系数1.030,P <.001;干预后路径系数2.045,P =.01;大学生:干预前路径系数0.568,P =.004;干预后路径系数0.737,P =.001;高中生:干预前路径系数14.543,P =.97;干预后路径系数0.791,P <.001)的感知行为控制与行为意向之间的因果关系得到增强或维持。干预后自由描述的分析表明,经历困境与学习和行为意向有关。

结论

该研究表明,这款严肃游戏改变了青少年和成年人对生活方式相关疾病的行为意向,感知行为控制的变化介导了这种改变机制。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/b25f/8902675/49ddcee8fa69/games_v10i1e28982_fig1.jpg

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