2024
Autores
Ribeiro, N; Tavares, P; Ferreira, C; Coelho, A;
Publicação
Patient Education and Counseling
Abstract
Objectives: The purpose of this study was to field-test a recently developed AR-based serious game designed to promote SSE self-efficacy, called Spot. Methods: Thirty participants played the game and answered 3 questionnaires: a baseline questionnaire, a second questionnaire immediately after playing the game, and a third questionnaire 1 week later (follow-up). Results: The majority of participants considered that the objective quality of the game was high, and considered that the game could have a real impact in SSE promotion. Participants showed statistically significant increases in SSE self-efficacy and intention at follow-up. Of the 24 participants that had never performed a SSE or had done one more than 3 months ago, 12 (50.0%) reported doing a SSE at follow-up. Conclusions: This study provides supporting evidence to the use of serious games in combination with AR to educate and motivate users to perform SSE. Spot seems to be an inconspicuous but effective strategy to promote SSE, a cancer prevention behavior, among healthy individuals. Practice implications: Patient education is essential to tackle skin cancer, particularly melanoma. Serious games, such as Spot, have the ability to effectively educate and motivate patients to perform a cancer prevention behavior. © 2024 The Authors
2024
Autores
Magalhães, J; Coelho, A; Jarreau, P;
Publicação
Frontiers in Communication
Abstract
2024
Autores
Osipovskaya, E; Coelho, A;
Publicação
INTED Proceedings - INTED2024 Proceedings
Abstract
2024
Autores
Victoriano, M; Oliveira, L; Oliveira, H;
Publicação
Proceedings of the 19th International Joint Conference on Computer Vision, Imaging and Computer Graphics Theory and Applications
Abstract
2024
Autores
Narciso, D; Melo, M; Rodrigues, S; Dias, D; Silva Cunha, JP; Raposo, JV; Bessa, M;
Publicação
Virtual Real.
Abstract
2024
Autores
Almeida, R; Campos, R; Jorge, A; Nunes, S;
Publicação
CoRR
Abstract
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