Video gaming promotes concussion knowledge acquisition in youth hockey players.
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gaming activity remained interesting and relevant. Following a pilot study to confirm the usability of an in-house developed game, two studies were conducted with 11-17 year old hockey players (N(1)=130, N(2)=39). Results demonstrated that participants playing the experimental version of the video game scored significantly higher on a concussion symptoms questionnaire, in a significantly faster time, than participants playing the control version of the game. Most participants indicated that they enjoyed the game and would play it again. These results suggest that educational material can be conveyed successfully and in an appealing manner via video game play.
Goodman
David
D
Faculty of Applied Sciences, Simon Fraser University, 8888 University Drive, Burnaby, BC, Canada V5A 1S6. goodman@sfu.ca
Bradley
Nori L
NL
Paras
Bradley
B
Williamson
Ian J
IJ
Bizzochi
James
J
D000293:Adolescent; D001924:Brain Concussion; D002648:Child; D003071:Cognition; D005246:Feedback; D006293:Health Promotion; D006688:Hockey; D006801:Humans; D007858:Learning; D008297:Male; D011795:Surveys and Questionnaires; D018910:Video Games; D014796:Visual Perception