2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH) 2018
DOI: 10.1109/segah.2018.8401349
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“But do they like it?” Participant satisfaction and gameplay experience of a public health videogame intervention in adolescents

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Cited by 6 publications
(9 citation statements)
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“…These findings are important as participants who have a positive gameplay experience may be more likely to fully engage in the intervention and practice important behavioral skills. 24 This study had several limitations. First, this study did not include a control group for comparison.…”
Section: Discussionmentioning
confidence: 93%
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“…These findings are important as participants who have a positive gameplay experience may be more likely to fully engage in the intervention and practice important behavioral skills. 24 This study had several limitations. First, this study did not include a control group for comparison.…”
Section: Discussionmentioning
confidence: 93%
“…Participant experience is a critical component of intervention and program success. 23 , 24 A secondary aim of this study was to collect participants’ gameplay experience for the purpose of improving the intervention and to inform a large-scale implementation study beyond this current study. Overall, the majority of participants reported that they enjoyed the game, would tell their friends to play, and that they learned something new.…”
Section: Discussionmentioning
confidence: 99%
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“…This information was relayed to our game development partners, who made the appropriate changes to create the new game. Pilot study: Gameplay experience was evaluated through participants responding to 12 items on a scale from 1 (strongly disagree) to 4 (strongly agree) (11). A Cochran's Q was conducted to determine if the proportion of participants who reported being tested for HIV changed across three time points.…”
Section: Discussionmentioning
confidence: 99%
“…Gameplay satisfaction and experience was assessed at three weeks at the end of gameplay with 12 items (e.g., "I enjoyed playing the game") on a scale from 1 (strongly disagree) to 4 (strongly agree). Each item was analyzed separately using descriptive statistics (11). Three adapted scales were used to explore behaviors, intentions, knowledge, perceived susceptibility, and attitudes.…”
Section: Assessmentsmentioning
confidence: 99%