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Palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness

INTRODUCTION: The message of palliative care can be promoted using creative thinking and gamification. It can be an innovative strategy to promote changes in behaviour, promote thinking, and work on skills such as empathy. AIM: Design, test and evaluate a gamified social intervention to enhance pall...

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Autores principales: Reigada, Carla, Sandgren, Anna, Rivas, Sonia, Carvajal, Ana, Hermida-Romero, Santiago, Benítez, Edgar, Ripoll, Guillem, Olza, Inés, Centeno, Carlos, Gómez, Beatriz
Formato: Online Artículo Texto
Lenguaje:English
Publicado: BioMed Central 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10116670/
https://www.ncbi.nlm.nih.gov/pubmed/37081434
http://dx.doi.org/10.1186/s12904-023-01166-9
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author Reigada, Carla
Sandgren, Anna
Rivas, Sonia
Carvajal, Ana
Hermida-Romero, Santiago
Benítez, Edgar
Ripoll, Guillem
Olza, Inés
Centeno, Carlos
Gómez, Beatriz
author_facet Reigada, Carla
Sandgren, Anna
Rivas, Sonia
Carvajal, Ana
Hermida-Romero, Santiago
Benítez, Edgar
Ripoll, Guillem
Olza, Inés
Centeno, Carlos
Gómez, Beatriz
author_sort Reigada, Carla
collection PubMed
description INTRODUCTION: The message of palliative care can be promoted using creative thinking and gamification. It can be an innovative strategy to promote changes in behaviour, promote thinking, and work on skills such as empathy. AIM: Design, test and evaluate a gamified social intervention to enhance palliative care awareness among young university students from non-health background. METHODS: Participatory action research study with mixed methods, Design Thinking and using the Public Engagement strategy. Forty-three undergraduate students participated in a Palliative Care Stay Room and completed the Test of Cognitive and Affective Empathy (TECA) before and after the game. At the end of the game, a ten-minute debriefing was held with the participants, which was concluded with an open conversation. The content analysis was done independently and the sum of the scores of each dimension was compared before and after the activity. FINDINGS: The Stay Room improved the participants’ knowledge and new perspectives about palliative care. Before the game, their views focused on the end of life and after the game on their values, highlighting the dedication of the healthcare professionals who do not treat death but the life until death. After de game, participants (N = 43: female = 23; male = 20; x̄ 19.6 years old) presented higher values in perspective adoption (intellectual ability to put oneself in the other’s place) p = 0.046 and in emotional understanding (ability to recognize emotional states) p = 0.018, and had high scores on empathic joy (p = 0.08). CONCLUSION: Gamification can be used in teaching and transmitting positive attitudes. Palliative Care and can help young university students to think positively about care issues. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s12904-023-01166-9.
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spelling pubmed-101166702023-04-21 Palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness Reigada, Carla Sandgren, Anna Rivas, Sonia Carvajal, Ana Hermida-Romero, Santiago Benítez, Edgar Ripoll, Guillem Olza, Inés Centeno, Carlos Gómez, Beatriz BMC Palliat Care Research INTRODUCTION: The message of palliative care can be promoted using creative thinking and gamification. It can be an innovative strategy to promote changes in behaviour, promote thinking, and work on skills such as empathy. AIM: Design, test and evaluate a gamified social intervention to enhance palliative care awareness among young university students from non-health background. METHODS: Participatory action research study with mixed methods, Design Thinking and using the Public Engagement strategy. Forty-three undergraduate students participated in a Palliative Care Stay Room and completed the Test of Cognitive and Affective Empathy (TECA) before and after the game. At the end of the game, a ten-minute debriefing was held with the participants, which was concluded with an open conversation. The content analysis was done independently and the sum of the scores of each dimension was compared before and after the activity. FINDINGS: The Stay Room improved the participants’ knowledge and new perspectives about palliative care. Before the game, their views focused on the end of life and after the game on their values, highlighting the dedication of the healthcare professionals who do not treat death but the life until death. After de game, participants (N = 43: female = 23; male = 20; x̄ 19.6 years old) presented higher values in perspective adoption (intellectual ability to put oneself in the other’s place) p = 0.046 and in emotional understanding (ability to recognize emotional states) p = 0.018, and had high scores on empathic joy (p = 0.08). CONCLUSION: Gamification can be used in teaching and transmitting positive attitudes. Palliative Care and can help young university students to think positively about care issues. SUPPLEMENTARY INFORMATION: The online version contains supplementary material available at 10.1186/s12904-023-01166-9. BioMed Central 2023-04-20 /pmc/articles/PMC10116670/ /pubmed/37081434 http://dx.doi.org/10.1186/s12904-023-01166-9 Text en © The Author(s) 2023 https://creativecommons.org/licenses/by/4.0/Open AccessThis article is licensed under a Creative Commons Attribution 4.0 International License, which permits use, sharing, adaptation, distribution and reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the source, provide a link to the Creative Commons licence, and indicate if changes were made. The images or other third party material in this article are included in the article’s Creative Commons licence, unless indicated otherwise in a credit line to the material. If material is not included in the article’s Creative Commons licence and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need to obtain permission directly from the copyright holder. To view a copy of this licence, visit http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) . The Creative Commons Public Domain Dedication waiver (http://creativecommons.org/publicdomain/zero/1.0/ (https://creativecommons.org/publicdomain/zero/1.0/) ) applies to the data made available in this article, unless otherwise stated in a credit line to the data.
spellingShingle Research
Reigada, Carla
Sandgren, Anna
Rivas, Sonia
Carvajal, Ana
Hermida-Romero, Santiago
Benítez, Edgar
Ripoll, Guillem
Olza, Inés
Centeno, Carlos
Gómez, Beatriz
Palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness
title Palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness
title_full Palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness
title_fullStr Palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness
title_full_unstemmed Palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness
title_short Palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness
title_sort palliative care stay room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness
topic Research
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC10116670/
https://www.ncbi.nlm.nih.gov/pubmed/37081434
http://dx.doi.org/10.1186/s12904-023-01166-9
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