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Using an interactive visual novel to promote patient empowerment through engagement

Published: 29 May 2012 Publication History

Abstract

In this paper we describe a prototype of a serious game designed to improve hospital patients' confidence in managing their hospital stay. We present findings of an evaluation of our visual novel computer game by comparing it with traditional approaches to increasing patient empowerment and patient self-efficacy. The results indicated a significant effect of the type of intervention on improvement in empowerment, but only for participants with gaming experience or who achieved a high level of engagement in the game. This study provides evidence that games may outperform other types of health intervention under certain conditions.

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cover image ACM Other conferences
FDG '12: Proceedings of the International Conference on the Foundations of Digital Games
May 2012
332 pages
ISBN:9781450313339
DOI:10.1145/2282338
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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  • SASDG: Society for the Advancement of the Science of Digital Games

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 29 May 2012

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Author Tags

  1. engagement
  2. flow
  3. patient empowerment
  4. self-efficacy
  5. serious games
  6. visual novel

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FDG'12
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  • SASDG

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Overall Acceptance Rate 152 of 415 submissions, 37%

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