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艾滋病毒感染者自我管理健康教育数字教育游戏的用户体验与可接受性

User Experience and Acceptability of a Digital Educational Game for Self-Management Health Education Among People Living with HIV.

作者信息

Tian Min, Xie Longsheng, Wei Wei, Chen Yanhua, Tang Jian

机构信息

Department of Nursing, The Affiliated Hospital, Southwest Medical University, Luzhou, People's Republic of China.

School of Nursing, Southwest Medical University, Luzhou, People's Republic of China.

出版信息

Patient Prefer Adherence. 2025 Aug 20;19:2593-2608. doi: 10.2147/PPA.S538527. eCollection 2025.

Abstract

BACKGROUND

The self-management of people living with HIV plays a pivotal role in enhancing their health quality of life. However, the self-management practices within this population are suboptimal. Therefore, it is imperative to reinforce HIV self-management education interventions to improve self-management ability among people living with HIV. The advent of digital educational games presents an unparalleled opportunity for innovative educational methods.

OBJECTIVE

This study aimed to evaluate the user experience and acceptability of a digital educational game as a novel health education intervention to support self-management for people living with HIV.

METHODS

A mixed-method study with explanatory sequential design was conducted to evaluate the user experience and acceptability of a digital educational game for self-management health education among people living with HIV. Fifty people living with HIV participated in this study and completed a questionnaire to investigate their user experience after playing the game. Nine participants were interviewed face-to-face to evaluate the acceptability of the game. Categorical data are presented as percentages. Qualitative data were analyzed via thematic analysis.

RESULTS

The overall user evaluation of the "Cute Pet Butler" by the 50 participants (28 males and 22females with an average age of 33.64 years) was excellent or good at 90.91%, medium at 8.64%, and poor at 0.45%. The interviewees included 5 males and 4 females, with ages ranging from 23--51 years. After analyzing the interview data, the acceptability evaluation of the "Cute Pet Butler" with five themes were extracted, that are: perceived usefulness, perceived ease of use, positive user attitudes, the intention of game playing, and modification suggestions.

CONCLUSION

Cute Pet Butler had a good user experience and acceptance among people living with HIV. These results support further evaluation of its effectiveness as a new method to improve self-management health education interventions for people living with HIV.

摘要

背景

艾滋病病毒感染者的自我管理在提高其健康生活质量方面起着关键作用。然而,这一人群的自我管理实践并不理想。因此,加强艾滋病病毒自我管理教育干预措施以提高艾滋病病毒感染者的自我管理能力势在必行。数字教育游戏的出现为创新教育方法提供了前所未有的机会。

目的

本研究旨在评估一款数字教育游戏作为一种新型健康教育干预措施,对支持艾滋病病毒感染者自我管理的用户体验和可接受性。

方法

采用具有解释性序列设计的混合方法研究,以评估一款用于艾滋病病毒感染者自我管理健康教育的数字教育游戏的用户体验和可接受性。50名艾滋病病毒感染者参与了本研究,并在玩完游戏后完成了一份问卷以调查他们的用户体验。对9名参与者进行了面对面访谈,以评估该游戏的可接受性。分类数据以百分比形式呈现。定性数据通过主题分析进行分析。

结果

50名参与者(28名男性和22名女性,平均年龄33.64岁)对“萌宠管家”的总体用户评价为优秀或良好的占90.91%,中等的占8.64%,差的占0.45%。受访者包括5名男性和4名女性,年龄在23至51岁之间。通过对访谈数据进行分析,提取了对“萌宠管家”具有五个主题的可接受性评价,即:感知有用性、感知易用性、积极的用户态度、游戏意愿和修改建议。

结论

“萌宠管家”在艾滋病病毒感染者中具有良好的用户体验和接受度。这些结果支持进一步评估其作为一种新方法改善艾滋病病毒感染者自我管理健康教育干预措施的有效性。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9cd7/12375354/c054d8e5b86b/PPA-19-2593-g0001.jpg

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