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一款基于证据的用于抗生素使用及抗菌药物耐药性公众教育的严肃游戏应用程序:一项随机对照试验方案

An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Antimicrobial Resistance: Protocol of a Randomized Controlled Trial.

作者信息

Huang Zhilian, Tang Wern Ee, Guo Huiling, Natarajan Karthiga, Lee Tau Hong, Yeo Tsin Wen, Chow Angela

机构信息

Infectious Diseases Research and Training Office, National Centre for Infectious Diseases, Singapore, Singapore.

Department of Preventive and Population Medicine, Tan Tock Seng Hospital, Singapore, Singapore.

出版信息

JMIR Res Protoc. 2023 Mar 28;12:e45833. doi: 10.2196/45833.

Abstract

BACKGROUND

The misuse and overuse of antibiotics contribute to the acceleration of antimicrobial resistance (AMR), but public knowledge on appropriate antibiotic use and AMR remained low despite ongoing health promotion efforts. App gamification has gained traction in recent years for health promotion and to affect change in health behaviors. Hence, we developed an evidence-based serious game app "SteWARdS Antibiotic Defence" to educate the public on appropriate antibiotic use and AMR and address knowledge gaps.

OBJECTIVE

We aim to evaluate the effectiveness of the "SteWARdS Antibiotic Defence" app in improving the knowledge of, attitude toward, and perception (KAP) of appropriate antibiotic use and AMR among the public. The primary objective is to assess the changes in KAP of antibiotic use and AMR in our participants, while the secondary objectives are to assess the extent of user engagement with the app and the level of user satisfaction in using the app.

METHODS

Our study is a parallel 2-armed randomized controlled trial with a 1:1 allocation. We plan to recruit 400 participants (patients or their caregivers) aged 18-65 years from government-funded primary care clinics in Singapore. Participants are randomized in blocks of 4 and into the intervention or control group. Participants in the intervention group are required to download the "SteWARdS Antibiotic Defence" app on their smartphones and complete a game quest within 2 weeks. Users will learn about appropriate antibiotic use and effective methods to recover from uncomplicated upper respiratory tract infections by interacting with the nonplayer characters and playing 3 minigames in the app. The control group will not receive any intervention.

RESULTS

The primary study outcome is the change in participants' KAP toward antibiotic use and AMR 6-10 weeks post intervention or 6-10 weeks from baseline for the control group (web-based survey). We will also assess the knowledge level of participants immediately after the participant completes the game quest (in the app). The secondary study outcomes are the user engagement level (tracked by the app) and satisfaction level of playing the game (via the immediate postgame survey). The satisfaction survey will also collect participants' feedback on the game app.

CONCLUSIONS

Our proposed study provides a unique opportunity to assess the effectiveness of a serious game app in public health education. We anticipate possible ceiling effects and selection bias in our study and have planned to perform subgroup analyses to adjust for confounding factors. The app intervention will benefit a larger population if it is proven to be effective and acceptable to users.

TRIAL REGISTRATION

ClinicalTrials.gov NCT05445414; https://clinicaltrials.gov/ct2/show/NCT05445414.

INTERNATIONAL REGISTERED REPORT IDENTIFIER (IRRID): DERR1-10.2196/45833.

摘要

背景

抗生素的滥用和过度使用加速了抗菌药物耐药性(AMR)的发展,尽管一直在进行健康促进工作,但公众对抗生素合理使用及AMR的了解程度仍然较低。近年来,应用程序游戏化在健康促进及影响健康行为改变方面受到了广泛关注。因此,我们开发了一款基于证据的严肃游戏应用程序“SteWARdS抗生素防御”,以教育公众合理使用抗生素及了解AMR,并填补知识空白。

目的

我们旨在评估“SteWARdS抗生素防御”应用程序在提高公众对抗生素合理使用及AMR的知识、态度和认知(KAP)方面的有效性。主要目标是评估参与者在抗生素使用及AMR方面KAP的变化,次要目标是评估用户与该应用程序的互动程度以及使用该应用程序的满意度。

方法

我们的研究是一项平行双臂随机对照试验,分配比例为1:1。我们计划从新加坡政府资助的基层医疗诊所招募400名年龄在18至65岁之间的参与者(患者或其护理人员)。参与者按4人一组进行随机分组,分为干预组或对照组。干预组的参与者需要在智能手机上下载“SteWARdS抗生素防御”应用程序,并在2周内完成一个游戏任务。用户将通过与非玩家角色互动并在应用程序中玩3个迷你游戏,了解抗生素的合理使用以及从单纯性上呼吸道感染中康复的有效方法。对照组将不接受任何干预。

结果

主要研究结果是干预后6至10周或对照组从基线起6至10周时,参与者在抗生素使用及AMR方面KAP的变化(基于网络的调查)。我们还将在参与者完成游戏任务后立即评估其知识水平(在应用程序中)。次要研究结果是用户参与度(由应用程序跟踪)和玩游戏的满意度(通过游戏后立即进行的调查)。满意度调查还将收集参与者对游戏应用程序的反馈。

结论

我们提出的研究为评估一款严肃游戏应用程序在公共卫生教育中的有效性提供了独特的机会。我们预计研究中可能存在天花板效应和选择偏差,并计划进行亚组分析以调整混杂因素。如果该应用程序干预被证明对用户有效且可接受,将使更多人群受益。

试验注册

ClinicalTrials.gov NCT05445414;https://clinicaltrials.gov/ct2/show/NCT05445414。

国际注册报告识别码(IRRID):DERR1-10.2196/45833。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/172f/10131630/da630d08ec2b/resprot_v12i1e45833_fig1.jpg

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