Evidence map›Paper›PMID 38388909›Full record

ArticleBMC public health2024

Co-design and evaluation of a digital serious game to promote public awareness about pancreatic cancer.

Tara Anderson, Gillian Prue, Glenn McDowell, Patrick Stark, Christine Brown Wilson, Lisa Graham Wisener, Helen Kerr, Gemma Caughers, Katherine Rogers, Lana Cook and 3 more

Abstract read
In one paragraph

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.

0numbers the graph read from it
0cells of the map it votes in
13citing papers in PubMed
–field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

13 citing papers in PubMed.

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4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

13 authors.

Tara AndersonSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Gillian PrueSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Glenn McDowellSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Patrick StarkSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Christine Brown WilsonSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Lisa Graham WisenerSchool of Psychology, Queen's University Belfast, Belfast, UK.
Helen KerrSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Gemma CaughersSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Katherine RogersSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Lana CookSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Stephanie CraigSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Abdulelah AlanaziSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK.
Gary MitchellSchool of Nursing and Midwifery, Queen's University Belfast, Belfast, UK. Gary.Mitchell@qub.ac.uk.

Funding

Northern Ireland Pancreatic Cancer (NIPANC) NIPANC22_Mitchell
6 · The paper itself

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.

Indexed as

Pancreatic NeoplasmsHealth BehaviorHealth PersonnelHumansCo-designEducationGamificationPancreatic cancerPublic awarenessPublic healthSerious game

Identifiers

PMID38388909
PMCPMC10885377

What OpenQuestion holds

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.