| Literature DB >> 27470927 |
Georges Elias Khalil1, Ivan L Beale, Minxing Chen, Alexander V Prokhorov.
Abstract
BACKGROUND: Risky behaviors tend to increase drastically during the transition into young adulthood. This increase may ultimately facilitate the initiation of carcinogenic processes at a young age, highlighting a serious public health problem. By promoting information seeking behavior (ISB), young adults may become aware of cancer risks and potentially take preventive measures.Entities:
Keywords: cancer; cancer prevention; games for health; information seeking; perceived risk; perceived severity; perceived susceptibility; risk; serious games
Year: 2016 PMID: 27470927 PMCID: PMC4981692 DOI: 10.2196/games.5793
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Main study measures.
| Measures | T1a | T2a | Description | αb | |
| Mean | Mean | ||||
| ISB | 2.12 | 2.16 | Two items: “Have you paid attention to any cancer information in the past week or so?” and “Have you attempted to look for information about cancer in the past week or so?” (from 1=not at all to 9=a whole lot). | .71d | |
| Perceived susceptibility | 2.92 | 3.17 | Participants were asked how possible they were to contract cancer in the next year, in 5 years, in 10 years, and in their life-time (from 1=not at all possible to 7=extremely possible). | .91 | |
| Perceived severity | 5.71 | 5.67 | Four items such as “Cancer is a serious disease that can kill” (from 1=very strongly disagree to 7=very strongly agree). | .80 | |
| General control over stress | 5.00 | - | Ten items such as “I am able to control my level of anxiety while playing a video game” (from 1=very strongly disagree to 7=very strongly agree). | .79 | |
| General reaction to threat | 4.64 | - | Five items such as “There is little I can do to change threatening events” (Reverse coded; from 1=very strongly disagree to 7=very strongly agree). | .77 | |
| General perceived skills in game play | 3.72 | - | Six items such as “I am very skilled at playing shooting games” (from 1=very strongly disagree to 7=very strongly agree). | .85 | |
| Frequency of game play | 2.71 | - | One open-ended question: “How many hours per week do you spend playing computer games?” | - | |
| Perceived control over | - | 4.11 | An adapted scale with 9 items such as “For me to feel in control over all cancer cells was difficult” (from 1=very strongly disagree to 7=very strongly agree). | .95 | |
| Perceived challenge | - | 3.69 | Four items such as “Playing | .90 | |
| Perceived threat from virtual cancer cells | - | 4.70 | Four 9-point semantic differential items such as “While playing | .92 | |
| Attitude toward | - | 4.22 | Eight 9-point semantic differential items (e.g., dislike/like and not worth owning/worth owning). | .91 |
aT1 and T2 indicate measures at pretest and post-game play respectively for all participants. T2 for ISB indicates 20-day follow-up.
bCoefficients for Cronbach’s α were calculated from post-test data, with the exception for measures with data collected at T1 only.
cStandard deviations appear in parentheses below the mean.
dIndicates Pearson’s correlation between 2 items, instead of Cronbach’s α.
Figure 1CONSORT flow diagram. DNC, participants who did not continue in the study.
Baseline participants’ characteristics.
| Characteristics | Participants, n (%)a | |||||
| No challenge (control) | Low challenge | High challenge | Total sample | |||
| 18 | 3 (6.0) | 20 (24.7) | 15 (17.7) | 38 (17.6) | .1 | |
| 19 | 10 (20.0) | 21 (25.9) | 21 (24.7) | 52 (24.1) | ||
| 20 | 12 (24.0) | 13 (16.1) | 24 (28.2) | 49 (22.7) | ||
| 21 | 9 (18.0) | 9 (11.1) | 13 (15.3) | 31 (14.6) | ||
| ≥22 | 12 (24.0) | 11 (13.6) | 9 (10.6) | 32 (14.8) | ||
| Missing | 4 (8.0) | 7 (8.6) | 3 (3.5) | 14 (6.5) | ||
| Male | 19 (37.3) | 37 (45.7) | 43 (50.6) | 99 (45.6) | .5 | |
| Female | 27 (54.0) | 37 (45.7) | 39 (45.9) | 104 (47.9) | ||
| Missing | 4 (8.0) | 7 (8.6) | 3 (3.5) | 14 (6.5) | ||
| White/Caucasian | 34 (68.0) | 50 (61.7) | 46 (54.1) | 131 (60.2) | .1 | |
| Asian | 4 (8.0) | 15 (18.5) | 21 (24.7) | 40 (18.5) | ||
| Hispanic/Latino | 1 (2.0) | 4 (4.9) | 3 (3.5) | 8 (3.7) | ||
| African American | 4 (8.0) | 3 (3.7) | 10 (11.8) | 17 (7.9) | ||
| American Indian/Alaska Native | 2 (4.0) | 0 (0.0) | 1 (1.12) | 3 (1.4) | ||
| Missing | 5 (10.0) | 9 (11.1) | 4 (4.7) | 18 (8.3) | ||
| Yes | 8 (15.7) | 13 (16.1) | 11 (12.9) | 32 (14.8) | .7 | |
| No | 38 (74.5) | 61 (75.3) | 70 (82.4) | 169 (77.9) | ||
| Missing | 5 (9.8) | 7 (8.6) | 4 (4.7) | 16 (7.4) | ||
| Yes | 1 (2.0) | 1 (1.2) | 0 (0.0) | 2 (14.8) | .6 | |
| No | 46 (90.2) | 73 (74.1) | 81 (85.9) | 200 (79.6) | ||
| Missing | 4 (7.8) | 7 (8.6) | 4 (4.7) | 15 (6.9) | ||
aPercentages may not sum to 100% due to rounding.
bTest of association was done from chi-squared test (categorical variables), excluding categories of missing values. No differences were found in demographic characteristics between groups.
Manipulation checks to confirm expected differences and similarities between the conditions.
| Variables | Control | Low challenge | High challenge | η2 | |||
| Mean (SD) | Mean (SD) | Mean (SD) | |||||
| General perceived skills in game play | 3.77 (1.26) | 3.72 (1.37) | 3.71 (1.36) | 0.01 | .98 | <.001 | |
| General reaction to threat | 4.47 (1.00) | 4.64 (0.98) | 4.70 (1.04) | 0.45 | .63 | .005 | |
| General control over stress | 4.93 (0.94) | 4.98 (1.05) | 5.04 (0.94) | 0.14 | .87 | .001 | |
| Number of hours of game play per week | 3.00 (5.31) | 1.70 (3.13) | 2.79 (8.50) | 0.83 | .44 | .008 | |
| Attitude toward | 3.96 (1.61) | 4.32(1.65) | 4.28 (1.80) | 0.74 | .48 | .006 | |
| Perceived control over | - | 4.42 (1.55) | 3.29 (1.21) | 27.39 | <.001 | .14 | |
| Perceived challenge in playing | - | 3.33 (1.47) | 4.04 (1.22) | 12.06 | <.001 | .07 | |
| Perceived threat from cancer cells | - | 4.21 (2.22) | 5.18 (2.19) | 8.02 | .005 | .05 | |
aEight separate one-way ANOVAs analyzing the differences between the conditions.
bPersonality traits that are considered are those that may affect the manipulation of challenge. No differences were found in such traits between groups.
cOutcomes that may be affected by the manipulation of challenge. Variables that are specific to Re-Mission were not considered in the control group.
Figure 2Adjusted predictions of condition-by-time. ISB, information seeking behavior; NC, no challenge; LC, low challenge; HC, high challenge. P-values present significance for the group × time interaction effect.