Get 20M+ Full-Text Papers For Less Than $1.50/day. Start a 14-Day Trial for You or Your Team.

Learn More →

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

How Serious Games for Health Enhance Empowerment-Related Patient Education: The Impact of Gender Tech Know Learn https://doi.org/10.1007/s10758-017-9344-x ORIGINAL RESEARCH How Serious Games for Health Enhance Empowerment- Related Patient Education: The Impact of Gender 1 2 Gianvito D’Aprile · Maria Beatrice Ligorio · Antonio Ulloa Severino © Springer Science+Business Media B.V., part of Springer Nature 2017 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 http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png "Technology, Knowledge and Learning" Springer Journals

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

Loading next page...
 
/lp/springer-journals/how-serious-games-for-health-enhance-empowerment-related-patient-YXgfNGc0r3
Publisher
Springer Journals
Copyright
Copyright © 2017 by Springer Science+Business Media B.V., part of Springer Nature
Subject
Education; Learning and Instruction; Mathematics Education; Educational Technology; Science Education; Creativity and Arts Education
ISSN
2211-1662
eISSN
2211-1670
DOI
10.1007/s10758-017-9344-x
Publisher site
See Article on Publisher Site

Abstract

Tech Know Learn https://doi.org/10.1007/s10758-017-9344-x ORIGINAL RESEARCH How Serious Games for Health Enhance Empowerment- Related Patient Education: The Impact of Gender 1 2 Gianvito D’Aprile · Maria Beatrice Ligorio · Antonio Ulloa Severino © Springer Science+Business Media B.V., part of Springer Nature 2017 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

Journal

"Technology, Knowledge and Learning"Springer Journals

Published: Dec 20, 2017

References