Game on! the influence of video games on understanding of cancer-based therapies

dc.contributor.authorBacharz, Kelsey C.
dc.contributor.authorHoward, Jordan R.
dc.contributor.authorSmith, Patrick L
dc.date.accessioned2022-11-29T15:40:27Z
dc.date.available2022-11-29T15:40:27Z
dc.date.issued2020
dc.description.abstractThe 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.citationBacharz, 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.issn15277143
dc.identifier.urihttps://search.ebscohost.com/login.aspx?direct=true&AuthType=shib&db=psyh&AN=2020-31295-005&site=eds-live&scope=site&custid=s5615486
dc.identifier.urihttps://hdl.handle.net/11416/956
dc.language.isoen_US
dc.publisherNorth American Journal of Pyschology
dc.subjectCancer
dc.subjectCancer in children
dc.subjectHealth education
dc.titleGame on! the influence of video games on understanding of cancer-based therapies
dc.typeArticle

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