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Published in: Technology, Knowledge and Learning 3/2019

20-12-2017 | Original research

How Serious Games for Health Enhance Empowerment-Related Patient Education: The Impact of Gender

Authors: Gianvito D’Aprile, Maria Beatrice Ligorio, Antonio Ulloa Severino

Published in: Technology, Knowledge and Learning | Issue 3/2019

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Abstract

Based on behavioral science assumptions, the main purpose of this study is to validate a theoretical model of the relationship between serious game play, patient empowerment and health-related behaviors. We first hypothesized that serious games for health enhanced patients’ empowerment-related education; second, we expected that gender may influence such an educational model. To test our hypotheses, 124 Italian young diabetics (Mean age = 14.12 years old, SD = 2.14; 59.67% female) were involved in the research study named “Tako Dojo”. After participating to a training session about the use of the serious game for diabetes, they filled in a questionnaire that included several scales of game experience, patient empowerment and adherence-related behaviors. Multiple regression analysis partially confirmed our hypotheses. First, it pointed out that serious game for health directly supported the patients’ empowerment and their therapeutic adherence indirectly. Then, it showed that patients’ gender influenced the game-based patient empowerment. To conclude, some relevant theoretical issues concerning the game-based patient education and practical implications about the game design in the healthcare contexts were highlighted.

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Metadata
Title
How Serious Games for Health Enhance Empowerment-Related Patient Education: The Impact of Gender
Authors
Gianvito D’Aprile
Maria Beatrice Ligorio
Antonio Ulloa Severino
Publication date
20-12-2017
Publisher
Springer Netherlands
Published in
Technology, Knowledge and Learning / Issue 3/2019
Print ISSN: 2211-1662
Electronic ISSN: 2211-1670
DOI
https://doi.org/10.1007/s10758-017-9344-x

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