A video game increasing cancer risk perception and information seeking behavior among young-adult college students

Mise à jour : Il y a 4 ans
Référence : ISRCTN15789289

Femme et Homme

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Extrait

Background and study aims Some lifestyle behaviours, such as smoking, drinking alcohol and unhealthy eating are learned during adolescence and increase drastically as the child develops into a young adult. By encouraging them to seek information about the disease, young adults may become more aware of cancer risks and what preventative measures they can take. Video games for health have advanced, becoming successful innovative tools used for health promotion and disease prevention. Here, we want to look at the impact of a video game called "Re-Mission" on young adult college students' tendency to perceive the severity of cancer, feel susceptible to cancer, and seek cancer-related information. Who can participate? Adults aged 18-40, attending college and happy to play video games. What does the study involve? Participants are randomly allocated into one of three groups. Those in group 1 play at game at the high challenge level. Those in group 2 play the same game at the low challenge level. Those in group 3 are given illustrated pictures of the game, which involves no challenge. Participants are asked to report on their information-seeking behaviour at the start of the study and then 10 days later. They are also asked about their perception of cancer and how susceptible they feel to cancer. What are the possible benefits and risks of participating? Not provided at time of registration Where is the study run from? University at Buffalo, the State University of New York (USA) When is the study starting and how long is it expected to run for? August 2011 to July 2013 Who is funding the study? Investigator initiated and funded (USA) Who is the main contact? Dr Georges Khalil


Critère d'inclusion

  • Cancer Prevention

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