• DocumentCode
    2165406
  • Title

    Digital health game on cervical health and its effect on american women´s cervical cancer knowledge

  • Author

    Nirmal, Rohit ; Chang Yun ; Le, Matthew ; Paripoonnanonda, Patipol ; Yi, Jianjia

  • Author_Institution
    Dept. of Comput. Sci., Univ. of Houston, Houston, TX, USA
  • fYear
    2013
  • fDate
    23-25 Sept. 2013
  • Firstpage
    191
  • Lastpage
    198
  • Abstract
    We develop a digital health game, a potential standalone and/or supplementary tool to conventional static educational tools such as pamphlets and videos, to investigate its feasibility and effectiveness in disseminating truth and dispelling myths about human-papillomavirus (HPV)/cervical cancer prevention and treatment to female population in US, both native and those of Asian descent (e.g. Vietnamese and Korean). To prevent any hindrance of the language barrier and deliver the information effectively, we add multilingual feature (English, Korean, and Vietnamese) to allow each user to play the game in her own native language. In addition, we design the game to provide the information interactively with added entertainment factor, allowing the users to get immersed more readily into the gameplay and learning experiences. Our results indicate that 97% of participants regarded the game providing perceptively significant amount of information about HPV and cervical cancer prevention and treatment. More importantly, about nine out of ten participants considered the game as more effective educational tool than the traditional methods. We conclude that our game succeeds as the educational tool to provide valid information about HPV/cervical cancer to the public either as a standalone tool or as a supplement to conventional ones.
  • Keywords
    cancer; computer aided instruction; computer games; medical computing; American women; Asian descent; English; HPV; Korean; Vietnamese; cancer prevention; cancer treatment; cervical cancer knowledge; cervical health; digital health game; educational tools; entertainment factor; female population; gameplay experience; human-papillomavirus; learning experience; multilingual feature; Avatars; Cervical cancer; Education; Entertainment industry; Games; Sociology; Tiles; American women; Asian American women; Asian Americans; HPV; Korean American women; Korean women; Serious game; Vietnamese American women; Vietnamese women; cancer prevention; cancer treatment; cervical cancer; cervical cancer prevention; cervical cancer treatment; digital game; digital game design; educational game; educational tool; entertaining game; health intervention; immersive game; public education game design; public health; survey; video game;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Games Innovation Conference (IGIC), 2013 IEEE International
  • Conference_Location
    Vancouver, BC
  • ISSN
    2166-6741
  • Print_ISBN
    978-1-4799-1244-5
  • Type

    conf

  • DOI
    10.1109/IGIC.2013.6659134
  • Filename
    6659134