| Literature DB >> 33764308 |
Caitlin Horsham1, Ken Dutton-Regester2,3, Jodie Antrobus4, Andrew Goldston5, Harley Price5, Helen Ford1, Elke Hacker1.
Abstract
BACKGROUND: Public health sun safety campaigns introduced during the 1980s have successfully reduced skin cancer rates in Australia. Despite this success, high rates of sunburn continue to be reported by youth and young adults. As such, new strategies to reinforce sun protection approaches in this demographic are needed.Entities:
Keywords: gamification; health promotion; mobile phone; primary prevention; skin cancer; virtual reality
Year: 2021 PMID: 33764308 PMCID: PMC8294638 DOI: 10.2196/24652
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Flow chart of the design and development process. VR: virtual reality.
End user focus group characteristics.
| Characteristic | Baseline value (N=18) | ||
| Age (years), range | 18-74 | ||
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| Female | 12 (67) | |
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| Male | 6 (33) | |
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| Very fair or fair | 10 (56) | |
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| Medium | 6 (33) | |
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| Olive or brown | 2 (11) | |
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| High school or leavers certificate | 3 (17) | |
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| Trade, technical certificate, or diploma | 2 (11) | |
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| University degree | 13 (72) | |
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| My skin would not burn at all | 1 (6) | |
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| My skin would burn lightly | 6 (33) | |
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| My skin would burn moderately | 9 (50) | |
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| My skin would burn severely | 2 (11) | |
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| My skin would not tan | 2 (11) | |
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| My skin would tan lightly | 2 (11) | |
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| My skin would tan moderately | 11 (61) | |
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| My skin would tan deeply | 3 (17) | |
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| Yes | 2 (11) | |
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| No | 15 (83) | |
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| Unsure | 1 (6) | |
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| Yes | 6 (33) | |
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| No | 11 (61) | |
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| Unsure | 1 (6) | |
End user focus group sun protection habits (N=18).
| Sun protection habit | All participants, mean (SD) | Female (n=12), mean (SD) | Male (n=6), mean (SD) | Age <35 years (n=9), mean (SD) | Age >36 years (n=9), mean (SD) |
| Overall SPH indexa | 2.48 (0.49) | 2.55 (0.46) | 2.36 (0.56) | 2.29 (0.44) | 2.68 (0.47) |
| Wear a shirt with long sleeves | 2.39 (0.78) | 2.33 (0.78) | 2.50 (0.84) | 2.33 (0.87) | 2.44 (0.73) |
| Wear sunglasses | 2.89 (1.02) | 3.08 (0.90) | 2.50 (1.23) | 2.78 (1.09) | 3.00 (1.00) |
| Stay in the shade | 2.72 (0.46) | 2.75 (0.45) | 2.67 (0.52) | 2.67 (0.50) | 2.78 (0.44) |
| Limit your time in the sun during midday hours | 2.83 (0.92) | 2.75 (0.87) | 3.00 (1.10) | 2.56 (0.88) | 3.11 (0.93) |
| Wear a hat | 2.00 (1.09) | 2.08 (1.08) | 1.83 (1.17) | 1.78 (0.97) | 2.22 (1.20) |
| Wear sunscreen with an SPFb of 15 or more on your face | 2.50 (0.99) | 2.67 (0.89) | 2.17 (1.17) | 2.11 (0.78) | 2.89 (1.05) |
| Wear sunscreen with an SPFb of 15 or more on other parts of your body | 2.06 (0.94) | 2.17 (0.84) | 1.83 (1.17) | 1.78 (0.83) | 2.33 (1.00) |
aSPH Index: The overall sun protection habits index score is derived from items including wear a shirt with long sleeves, wear sunglasses, stay in the shade, limit your time in the sun during midday hours, wear a hat, wear sunscreen with an SPF of 15 or more on your face, wear sunscreen with an SPF of 15 or more on other parts of your body.
bSPF: sun protection factor.
End user focus group qualitative analysis themes and descriptions.
| Theme | Description | Participant quotes |
| Engaging and appealing to play | The VRa experience was described as “fun,” “enjoyable,” “hands-on,” “enlightening,” “insightful,” “impactful,” “immersive,” “rewarding,” “informative,” “cool,” “illustrative,” “informative,” “serious,” “awesome,” “powerful,” “unique,” and “awe inspiring.” Participants prefer VR over other presentation formats, such as videos or brochures. Participants identified being bored or distracted watching videos, and there was a better connection to the environment in the 3-dimensional immersion. |
“To actually look at the cancer at a cellular level...it was awesome.” (Male, 36 years) “Different way I guess to learn about cancer, but to see cancer, how it grows, and how therapy can be ineffective.” (Female, 30 years) “The skin cancer message got across so much better when you felt like you were in it [the human body].” (Female, 26 years) “It’s [VR] much more powerful than a brochure.” (Female, 64 years) |
| Competition and challenge to beat cancer | Participants observed how the cancer could grow and change. |
“...makes you think how quickly they [cancer] grow.” (Female, 27 years) “It’s a good indication of how quickly something like that [cancer] can progress.” (Female, 30 years) “I think it was fun, but I think you also did see the point in there about the cells dividing and how much of a battle it [cancer] really is.” (Male, 47 years) |
| Simplifying complex information | The information is displayed in a simple and easily understandable way. |
“I loved how it actually broke down what was a very complex problem, into a very simple idea.” (Male, 36 years) |
| Promotes discussion | Participants would talk to others about the VR experience. It was identified as a good education tool for children. |
“It would be something that kids would run home and talk to their parents about.” (Female, 44 years) “Can someone take a photo I want to put it on Twitter.” (Female, 30 years) |
| Stronger connection to cancer prevention | Participants would like more context-relevant visual cues on prevention to show the journey of a cancer cell from where it originates. Suggestions include starting the game outside the body with an individual being sunburnt, showing the response of skin cells to sunlight and how this leads to skin cancer. |
“You do lose a little bit of the skin cancer – sun protection message because you are so excited about immunotherapy and the different cancer therapies.” (Female, 46 years) “I don’t draw the link then to put a hat on... so there needs to that better link.” (Female, 40 years) “The game would be better if it was more of a journey. ...You didn’t really know it was about skin cancer until the end.” (Male, 47 years) |
aVR: virtual reality.