Factors affecting acceptability to young cancer patients of a psychoeducational video game about cancer.
This study explored whether an action video game about cancer would be acceptable to adolescent and young adult cancer patients as a tool for learning about cancer and self-care during treatment. Interviews about a proposed video game were conducted with 43 young cancer patients, who also completed questionnaires measuring personality and adaptive style. Data were analyzed to assess the overall acceptability of the proposed video game and to reveal any factors associated with measures of acceptability. Most participants expressed willingness to play the game and a moderate degree of interest in it. Cancer content in the game was not a deterrent for most participants. Game acceptability was not affected by personality variables or adaptive style. It is concluded that an action video game using cancer themes could be useful to nurses as a tool to improve understanding and self care of adolescent and young adult cancer patients.
Kato
Pamela M
PM
HopeLab, Palo Alto, California 94301-1638, USA. kato@hopelab.org
Beale
Ivan L
IL
D000223:Adaptation, Psychological; D000293:Adolescent; D000328:Adult; D002908:Chronic Disease; D005260:Female; D007722:Health Knowledge, Attitudes, Practice; D006801:Humans; D008297:Male; D009369:Neoplasms / Q000517:prevention & control / Q000523:psychology*; D024802:Nurse's Role; D015402:Nursing Education Research; D015404:Nursing Methodology Research; D009859:Oncology Nursing; D010342:Patient Acceptance of Health Care / Q000523:psychology*; D010353:Patient Education as Topic / Q000379:methods* / Q000592:standards; D010555:Personality Inventory; D000297:Psychology, Adolescent; D012495:San Francisco; D012648:Self Care; D011795:Surveys and Questionnaires; D013664:Teaching Materials / Q000592:standards; D018910:Video Games / Q000523:psychology* / Q000592:standards