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合作设计和试点测试一款数字游戏,以改善加纳的疫苗态度和抵制错误信息。

Co-designing and pilot testing a digital game to improve vaccine attitudes and misinformation resistance in Ghana.

机构信息

Melbourne Centre for Behaviour Change, University of Melbourne, Melbourne, Australia.

Irimi, Lyon, France.

出版信息

Hum Vaccin Immunother. 2024 Dec 31;20(1):2407204. doi: 10.1080/21645515.2024.2407204. Epub 2024 Oct 1.

Abstract

Misinformation related to vaccines has been shown to potentially negatively impact public perceptions and intentions to vaccinate in many contexts including COVID-19 vaccination in Ghana. Psychological inoculation - where recipients are warned about the misleading techniques used in misinformation - is a potential intervention which could preemptively boost public resistance against misinformation. is an interactive, digital game that applies inoculation, offering a scalable tool building public resilience against vaccine misinformation and promoting positive health-related behaviors. In this study, we document the process of developing and testing a West African version of , with co-design workshops and a pilot test conducted in urban and peri-urban areas of the Greater Accra region of Ghana with 829 young people who had access to mobile and computer devices. The average age was 21.8 and participants were highly educated (median education level "Some/all university") with slightly more females (51.2%) than males (48.4%). Pilot participants filled out surveys before and after playing the game, measuring vaccine attitudes (pre-game  = 3.4, post-game  = 3.6), intent to get vaccinated (pre-game  = 3.5, post-game  = 3.6), and discernment between vaccine facts and fallacies (pre-game AUC = 0.72, post-game AUC = 0.75). We observed a significant improvement in attitudes toward vaccines, with players demonstrating increased likelihood to get vaccinated after completing the game. Among players who indicated that they were unlikely to get vaccinated in the pre-game survey ( = 52, or 6.3% of participants), just over half of these participants (53%) switched to likely to get vaccinated after playing the game. Perceived reliability of vaccine facts remained the same, while perceived reliability of vaccine fallacies significantly decreased, indicating improved ability to spot misleading arguments about vaccines. These results demonstrate the effectiveness of a digital game in building public resilience against vaccine misinformation as well as improving vaccine attitudes and intent to get vaccinated.

摘要

疫苗相关的错误信息已被证明可能会对公众的看法和接种意愿产生负面影响,包括在加纳的 COVID-19 疫苗接种。心理免疫 - 即告知收件人有关错误信息中使用的误导技术 - 是一种潜在的干预措施,可以预先增强公众对错误信息的抵抗力。是一种互动式数字游戏,应用免疫接种,提供了一种可扩展的工具,可增强公众对疫苗错误信息的抵抗力,并促进与健康相关的积极行为。在这项研究中,我们记录了开发和测试西非版的过程,该游戏在加纳大阿克拉地区的城市和城市周边地区进行了合作设计研讨会和试点测试,共有 829 名年轻人使用移动和计算机设备参与。参与者的平均年龄为 21.8 岁,受教育程度较高(中位数教育水平为“部分/全部大学”),女性略多于男性(51.2%比 48.4%)。试点参与者在玩游戏前后填写了调查问卷,以衡量疫苗态度(游戏前 3.4,游戏后 3.6)、接种意愿(游戏前 3.5,游戏后 3.6)和区分疫苗事实和谬论的能力(游戏前 AUC 为 0.72,游戏后 AUC 为 0.75)。我们观察到对疫苗的态度有了显著改善,玩家在完成游戏后表示更有可能接种疫苗。在游戏前调查中表示不太可能接种疫苗的玩家中( = 52,或参与者的 6.3%),超过一半(53%)的参与者在玩游戏后表示更有可能接种疫苗。疫苗事实的感知可靠性保持不变,而疫苗谬论的感知可靠性显著下降,表明对疫苗错误信息的识别能力有所提高。这些结果表明,数字游戏在增强公众对疫苗错误信息的抵抗力、改善疫苗态度和接种意愿方面是有效的。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/fb95/11445924/8432434f30b5/KHVI_A_2407204_F0001_OC.jpg

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