Article Abstract |
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Re-Mission was designed to be played by young people undergoing cancer treatment, with the aim of improving their self-care during treatment. The game uses in-game prompts and feedback to support transfer of learning from the game to the player.
To evaluate the game the research team asked participants to complete questionnaires at stepped time points: Commencement of the study, 1 month later and then 3 months from the commencement date. The questionnaire collected data on cancer knowledge at each of the three time points. Participants were then randomised into two groups: an intervention and a non-intervention. The intervention group was given two games to play Re-Mission and and the adventure game Indiana Jones and The Emperors Tomb. The non-intervention group only played the Indiana Jones game. All participants were asked to play their games for at least one hour a week for three months. Participants in the intervention group were asked to rate their experiences with Re-Mission at one month and three months.
Both intervention and non-intervention were shown to increase their knowledge of cancer self-management during the study. However, the Re-Mission group showed a significantly higher increase in their knowledge than the non-intervention group.