Game on! the influence of video games on understanding of cancer-based therapies
dc.contributor.author | Bacharz, Kelsey C. | |
dc.contributor.author | Howard, Jordan R. | |
dc.contributor.author | Smith, Patrick L | |
dc.date.accessioned | 2022-11-29T15:40:27Z | |
dc.date.available | 2022-11-29T15:40:27Z | |
dc.date.issued | 2020 | |
dc.description.abstract | The awareness of how cancer treatments work to stop the spread of cancers is poorly understood and could potentially be explained through methods of active learning. Re-Mission 1, developed by HopeLab Industries, is a computer game that can be used by pediatric cancer patients to educate and prepare them for what they will experience in terms of cancer progression and treatment (Tate, Haritatos, & Cole, 2009). Pediatric patients who played this game were found to have improved motivation and self-understanding of their illness (Kato, Cole, Bradlyn, & Pollack, 2008). Seeing the success of Re-Mission 1, Re- Mission 2, a series of six different games that includes Re-Mission 2: Nanobot’s Revenge, was developed. The purpose of the present study was to see if Re-Mission 2: Nanobot’s Revenge would lead to an understanding of cancer physiology in the same way as Re-Mission 1, as well as to compare the relative effectiveness of text- and game-based materials in terms of their educational value (at short- and long-term intervals). The results indicated that playing Re-Mission 2: Nanobot’s Revenge yielded significant educational benefits similar to Re-Mission 1. Furthermore, while both the text- and game-based methods were effective educational tools for teaching participants about cancer physiology and treatment, the text-based method led to significantly higher memory recall than the game-based method. The use of video games further aided in memory persistence, which is important for the long-term nature of cancer diagnoses and accompanying treatments. (PsycInfo Database Record (c) 2020 APA, all rights reserved) | |
dc.identifier.citation | Bacharz, K. C., Howard, J. R., & Smith, P. L. (2020). Game on! The influence of video games on understanding of cancer-based therapies. North American Journal of Psychology, 22(2), 221–242. | |
dc.identifier.issn | 15277143 | |
dc.identifier.uri | https://search.ebscohost.com/login.aspx?direct=true&AuthType=shib&db=psyh&AN=2020-31295-005&site=eds-live&scope=site&custid=s5615486 | |
dc.identifier.uri | https://hdl.handle.net/11416/956 | |
dc.language.iso | en_US | |
dc.publisher | North American Journal of Pyschology | |
dc.subject | Cancer | |
dc.subject | Cancer in children | |
dc.subject | Health education | |
dc.title | Game on! the influence of video games on understanding of cancer-based therapies | |
dc.type | Article |