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Article: Gamified Strength Recognition and Quiz to Enhance COVID-19 Prevention Knowledge and Behaviors, and Family Well-Being: Web-Based Pilot Intervention

TitleGamified Strength Recognition and Quiz to Enhance COVID-19 Prevention Knowledge and Behaviors, and Family Well-Being: Web-Based Pilot Intervention
Authors
KeywordsCoronavirus
COVID-19
Family well-being
Game
Gamification
Infection prevention
Strength recognition
Issue Date20-Mar-2024
PublisherMary Ann Liebert
Citation
Games for Health Journal, 2024, v. 13 How to Cite?
Abstract

Background: Promoting COVID-19 prevention is key to pandemic control and innovative interventions can help communicate reliable science to the public. Under the Hong Kong Jockey Club SMART Family-Link Project, we developed and evaluated a pilot intervention for promoting COVID-19 prevention through a web-based family game, guided by the Theory of Planned Behavior and a strength-based approach.

Methods: The “SMART Epidemic prevention” pilot theme was launched to the public on September 21, 2020 for 4 weeks. The game had two parts: (i) strength recognition and (ii) quiz questions on knowledge and behaviors about COVID-19 prevention. Simple baseline, in-game, and postgame evaluation assessed players' perceived knowledge, behaviors, family well-being, game satisfaction, and perceived benefits.

Results: Of 86 registered families, 55 played actively, including 212 players (51% female, 35% aged below 18) who self-identified as children (44%), parents (39%), and grandparents (11%). In weeks 1 and 4, an average of 7 and 18 game rounds were played per family, and 86.6% and 75.9% of rounds had perfect (2) behavior matches. Postgame evaluation with 51 families showed improvements in epidemic prevention knowledge and behaviors, family communication, family happiness (all P < 0.001), and family relationship (P = 0.002) with small effect sizes (0.15–0.29). Overall game satisfaction was rated 4.49 (scale of 1–5). Ninety-four percent of families shared knowledge from the game with others.

Conclusions: Our pilot web-based family game first showed preliminary evidence on enhancing COVID-19 prevention knowledge and behaviors, and family well-being, with participants recognizing family strengths, reporting high satisfaction and various perceived benefits, and showing sustained gameplay.

Trial Registration: The research protocol was registered at the National Institutes of Health (Identifier No. NCT04550065) on September 16, 2020.


Persistent Identifierhttp://hdl.handle.net/10722/342107
ISSN
2023 Impact Factor: 2.2
2023 SCImago Journal Rankings: 0.804
ISI Accession Number ID

 

DC FieldValueLanguage
dc.contributor.authorSit, Shirley Man-Man-
dc.contributor.authorLai, Agnes Yuen-Kwan-
dc.contributor.authorWong, Hoi-Wa-
dc.contributor.authorHung, Ka-Shun-
dc.contributor.authorWang, Man-Ping-
dc.contributor.authorHo, Sai-Yin-
dc.contributor.authorLam, Tai-Hing-
dc.date.accessioned2024-04-02T08:25:37Z-
dc.date.available2024-04-02T08:25:37Z-
dc.date.issued2024-03-20-
dc.identifier.citationGames for Health Journal, 2024, v. 13-
dc.identifier.issn2161-783X-
dc.identifier.urihttp://hdl.handle.net/10722/342107-
dc.description.abstract<p><strong><em>Background:</em></strong> Promoting COVID-19 prevention is key to pandemic control and innovative interventions can help communicate reliable science to the public. Under the Hong Kong Jockey Club SMART Family-Link Project, we developed and evaluated a pilot intervention for promoting COVID-19 prevention through a web-based family game, guided by the Theory of Planned Behavior and a strength-based approach.</p><p><strong><em>Methods:</em></strong> The “SMART Epidemic prevention” pilot theme was launched to the public on September 21, 2020 for 4 weeks. The game had two parts: (i) strength recognition and (ii) quiz questions on knowledge and behaviors about COVID-19 prevention. Simple baseline, in-game, and postgame evaluation assessed players' perceived knowledge, behaviors, family well-being, game satisfaction, and perceived benefits.</p><p><strong><em>Results:</em></strong> Of 86 registered families, 55 played actively, including 212 players (51% female, 35% aged below 18) who self-identified as children (44%), parents (39%), and grandparents (11%). In weeks 1 and 4, an average of 7 and 18 game rounds were played per family, and 86.6% and 75.9% of rounds had perfect (2) behavior matches. Postgame evaluation with 51 families showed improvements in epidemic prevention knowledge and behaviors, family communication, family happiness (all <em>P</em> < 0.001), and family relationship (<em>P</em> = 0.002) with small effect sizes (0.15–0.29). Overall game satisfaction was rated 4.49 (scale of 1–5). Ninety-four percent of families shared knowledge from the game with others.</p><p><strong><em>Conclusions:</em></strong> Our pilot web-based family game first showed preliminary evidence on enhancing COVID-19 prevention knowledge and behaviors, and family well-being, with participants recognizing family strengths, reporting high satisfaction and various perceived benefits, and showing sustained gameplay.</p><p><strong><em>Trial Registration:</em></strong> The research protocol was registered at the National Institutes of Health (Identifier No. NCT04550065) on September 16, 2020.</p>-
dc.languageeng-
dc.publisherMary Ann Liebert-
dc.relation.ispartofGames for Health Journal-
dc.rightsThis work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.-
dc.subjectCoronavirus-
dc.subjectCOVID-19-
dc.subjectFamily well-being-
dc.subjectGame-
dc.subjectGamification-
dc.subjectInfection prevention-
dc.subjectStrength recognition-
dc.titleGamified Strength Recognition and Quiz to Enhance COVID-19 Prevention Knowledge and Behaviors, and Family Well-Being: Web-Based Pilot Intervention-
dc.typeArticle-
dc.identifier.doi10.1089/g4h.2023.0190-
dc.identifier.scopuseid_2-s2.0-85188640516-
dc.identifier.volume13-
dc.identifier.eissn2161-7856-
dc.identifier.isiWOS:001188642300001-
dc.identifier.issnl2161-783X-

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