Department of Global Health and Nursing, Graduate School of Nursing, The University of Human Environments, Nagoya, Japan.
, 3-220, Ebata Cho, Obu City, 474-0035, Aichi, Japan.
BMC Public Health. 2023 Jun 21;23(1):1194. doi: 10.1186/s12889-023-16117-5.
International travel to Japan increased steadily until the coronavirus disease 2019 (COVID-19) outbreak. Although international travel was curtailed worldwide due to the pandemic, the number of overseas visitors to Japan should increase again after the restrictions are lifted. We assessed the effect of a five-minute digital game on the knowledge of health information and the level of satisfaction with educational health resources of overseas visitors to Japan.
We conducted a randomized controlled trial among 1062 previous and potential visitors to Japan utilizing an internet portal. We recruited previous and potential visitors to Japan from the internet portal sites of the UK, the US and Australia. We randomly allocated participants to two groups: an intervention group that played an animated game and a control group that viewed an online animation. All participants answered a self-administered questionnaire online from March 16 to 19, 2021. We assessed visitors' levels of health knowledge and satisfaction using the CSQ-8. We analyzed the data with a t test and the difference in differences test. Our RCT followed the SPIRIT guidelines.
Of the 1062 previous and potential visitors recruited via the three countries' internet portals (354 from each country), some had visited Japan previously (174 in the intervention group, 220 in the control group), while some were potential visitors to Japan (357 in the intervention group, 311 in the control group). Some had gathered health and safety information about Japan prior to this study (180 in the intervention group, 211 in the control group). Both groups improved their health information levels after the intervention. The level of satisfaction with health information in Japan was significantly increased in the intervention group (average difference of 4.5 points) compared to that in the control group (average difference of 3.9 points) (p < 0.05). Both groups' mean CSQ-8 scores increased significantly after the intervention (p < 0.001): from 23 to 28 in the intervention group and from 23 to 24 in the control group.
Our study introduced unique educational strategies using an online game to provide health and safety information to previous and potential visitors to Japan. The online game was a more effective way to increase satisfaction than the online animation about health information. This study was registered in the UMIN-CTR (University Hospital Medical Information Network Center Clinical Trials Registry) as Version 1, and the trial registration data are available as UMIN000042483, 17/11/2020.
Trials UMIN-CTR (University Hospital Medical Information Network Center Clinical Trials Registry), UMIN000042483 (Japanese health and safety information for overseas visitors: A randomized controlled trial), 17/11/2020.
国际旅行到日本稳步增加,直到 2019 年冠状病毒病(COVID-19)爆发。尽管由于大流行,全球范围内的国际旅行受到限制,但在限制解除后,前往日本的海外游客数量应该会再次增加。我们评估了五分钟数字游戏对日本海外游客健康信息知识和对教育健康资源满意度的影响。
我们利用互联网门户在 1062 名以前和潜在的日本游客中进行了一项随机对照试验。我们从英国、美国和澳大利亚的互联网门户网站招募了以前和潜在的日本游客。我们将参与者随机分配到两组:一组玩动画游戏,一组观看在线动画。所有参与者于 2021 年 3 月 16 日至 19 日在线回答了一份自我管理问卷。我们使用 CSQ-8 评估游客的健康知识和满意度。我们使用 t 检验和差异差异检验分析数据。我们的 RCT 遵循了 SPIRIT 指南。
在通过三个国家的互联网门户招募的 1062 名以前和潜在的游客中(每个国家 354 名),一些人以前去过日本(干预组 174 名,对照组 220 名),而一些人是潜在的日本游客(干预组 357 名,对照组 311 名)。一些人在这项研究之前已经收集了有关日本的健康和安全信息(干预组 180 名,对照组 211 名)。两组在干预后都提高了他们的健康信息水平。与对照组(平均差异 3.9 分)相比,干预组对日本健康信息的满意度显著提高(平均差异 4.5 分)(p<0.05)。两组的 CSQ-8 评分在干预后均显著升高(p<0.001):干预组从 23 分升至 28 分,对照组从 23 分升至 24 分。
我们的研究介绍了使用在线游戏向以前和潜在的日本游客提供健康和安全信息的独特教育策略。与关于健康信息的在线动画相比,在线游戏是一种更有效的提高满意度的方式。这项研究在 UMIN-CTR(大学医院医疗信息网络中心临床试验注册处)注册为 1 期版本,临床试验注册数据可在 UMIN000042483 中获得,2020 年 11 月 17 日。
UMIN-CTR(大学医院医疗信息网络中心临床试验注册处),UMIN000042483(日本海外游客健康与安全信息:一项随机对照试验),2020 年 11 月 17 日。