ArticleBMC public health2024
Co-design and evaluation of a digital serious game to promote public awareness about pancreatic cancer.
Article in BMC public health, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 13 papers.
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Who cites it
13 citing papers in PubMed.
- Interventions to Improve Timely Detection and Diagnosis of Cancer Among the Adult Population: A Scoping Review.Healthcare (Basel, Switzerland) · 2026Review
- Gamified Versus Nongamified Metaverse Learning for Breast Health Knowledge in Women: Randomized Controlled Trial.JMIR serious games · 2026Article
- Pancreatic Cancer Education: A Scoping Review of Evidence Across Patients, Professionals and the Public.Current oncology (Toronto, Ont.) · 2026Review
- Gamifying anatomy outreach: An underexplored opportunity.Anatomical sciences education · 2025Review
- Article
- Review
- Evaluation of a digital Dementia Game to promote public awareness about dementia in Singapore.BMC public health · 2025Article
- 'The upside-down' healthcare professional students' experiences of delirium: an all-Ireland focus group study.BMC medical education · 2024Article
- An Evidence-Based Serious Game App for Public Education on Antibiotic Use and Resistance: Randomized Controlled Trial.JMIR serious games · 2024Article
- Employing a serious game intervention to promote adolescent school children's perceptions of nursing and midwifery professions.BMC nursing · 2024Article
- Enhancing COVID-19 Knowledge among Nursing Students: A Quantitative Study of a Digital Serious Game Intervention.Healthcare (Basel, Switzerland) · 2024Article
- Co-design and mixed methods evaluation of an interdisciplinary digital resource for undergraduate health profession students to improve the prevention, recognition, and management of delirium in Ireland: a study protocol.BMC medical education · 2024Article
- A gamified metaverse platform (Mammoverse) for breast health education: A mixed-methods study.Digital healthArticle
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Authors and funding
13 authors.
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Abstract
backgroundPancreatic cancer, ranking seventh in global cancer-related deaths, poses a significant public health challenge with increasing incidence and mortality. Most cases are diagnosed at an advanced stage, resulting in low survival rates. Early diagnosis significantly impacts prognosis, making symptom awareness crucial. Symptoms are often subtle, leading to delayed help-seeking behaviour. Patients and their carers prioritise increased public awareness, indicating a need for innovative approaches to promote awareness of the disease.
methodsThis study employed a quasi-experimental pre-test/post-test design to assess the relationship between a serious game and pancreatic cancer awareness. Members of the public (N = 727) were recruited internationally, via social media and with signposting by relevant organisations. Participants completed measures of symptom awareness and help-seeking intentions before and after playing the game. The serious game, co-designed with experts by lived experience, patient advocates and healthcare professionals, presented participants with a human anatomy diagram, with each section linked to a question about pancreatic cancer.
resultsThe serious game demonstrated a statistically significant improvement on pancreatic cancer awareness based on matched paired t-tests. Due to missing data, paired comparisons were only possible for 489 cases. Symptom awareness scores exhibited a statistically significant increase from pre-test to post-test, with a large effect size (p < 0.001, d = 1.43). Help-seeking intentions also markedly improved, showing a significant increase from pre-test to post-test, with a large effect size (p < 0.001, d = 1.10). Independent-samples t-tests were also conducted to determine if there were any group differences on pre- to post-test changes based on age, gender, and previous knowledge and/or experience of pancreatic cancer. Participants overwhelmingly endorsed the game's usability and educational value, suggesting its potential as an effective tool for enhancing public awareness and proactive health-seeking behaviour. DISCUSSION: This study is the first to explore a serious game's utility in pancreatic cancer awareness. Results suggest that such interventions can effectively increase public awareness and influence help-seeking intentions. The co-design process ensured content relevance, and participant satisfaction was high. Findings highlight the game's potential as an accessible and convenient tool for diverse populations.
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