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The Impact of Three Communication Channels on the Dissemination of a Serious Game Designed to Enhance COVID-19 Prevention
Infection prevention interventions can only be effective if they are both well known and easily accessible. A randomized controlled trial showed that a serious game, “Escape COVID-19”, was significantly more effective at improving the intention of adopting adequate infection prevention behavior than...
Autores principales: | , , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
MDPI
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9408446/ https://www.ncbi.nlm.nih.gov/pubmed/36011774 http://dx.doi.org/10.3390/ijerph191610143 |
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author | Suppan, Mélanie Stuby, Loric Fehlmann, Christophe Alain Abbas, Mohamed Achab, Sophia Harbarth, Stephan Suppan, Laurent |
author_facet | Suppan, Mélanie Stuby, Loric Fehlmann, Christophe Alain Abbas, Mohamed Achab, Sophia Harbarth, Stephan Suppan, Laurent |
author_sort | Suppan, Mélanie |
collection | PubMed |
description | Infection prevention interventions can only be effective if they are both well known and easily accessible. A randomized controlled trial showed that a serious game, “Escape COVID-19”, was significantly more effective at improving the intention of adopting adequate infection prevention behavior than regular guidelines among long-term care facility employees. However, less than a fifth of all potential participants were finally recruited in this study. To determine whether a specific communication intervention was more effective than another, we carried out a retrospective analysis of account creation data over a six-month period. During the first period (53 days), information about the serious game was disseminated by a part-time worker. The second period (15 days) corresponded to a press release, while the third period (15 days) reflected an official communication from the Swiss Federal Office of Public Health. A total of 3995 accounts were created during the study period. Most accounts were created by health care workers (2699/3995, 67.6%). Median daily account creation was highest during the press release period (25; Q1:Q3 9:172) and lowest during the official communication period (6; Q1:Q3 4:20). The association between communication intervention and account creation was statistically significant both when considering the overall population (p = 0.013) and when only analyzing health care workers (p = 0.036). |
format | Online Article Text |
id | pubmed-9408446 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | MDPI |
record_format | MEDLINE/PubMed |
spelling | pubmed-94084462022-08-26 The Impact of Three Communication Channels on the Dissemination of a Serious Game Designed to Enhance COVID-19 Prevention Suppan, Mélanie Stuby, Loric Fehlmann, Christophe Alain Abbas, Mohamed Achab, Sophia Harbarth, Stephan Suppan, Laurent Int J Environ Res Public Health Brief Report Infection prevention interventions can only be effective if they are both well known and easily accessible. A randomized controlled trial showed that a serious game, “Escape COVID-19”, was significantly more effective at improving the intention of adopting adequate infection prevention behavior than regular guidelines among long-term care facility employees. However, less than a fifth of all potential participants were finally recruited in this study. To determine whether a specific communication intervention was more effective than another, we carried out a retrospective analysis of account creation data over a six-month period. During the first period (53 days), information about the serious game was disseminated by a part-time worker. The second period (15 days) corresponded to a press release, while the third period (15 days) reflected an official communication from the Swiss Federal Office of Public Health. A total of 3995 accounts were created during the study period. Most accounts were created by health care workers (2699/3995, 67.6%). Median daily account creation was highest during the press release period (25; Q1:Q3 9:172) and lowest during the official communication period (6; Q1:Q3 4:20). The association between communication intervention and account creation was statistically significant both when considering the overall population (p = 0.013) and when only analyzing health care workers (p = 0.036). MDPI 2022-08-16 /pmc/articles/PMC9408446/ /pubmed/36011774 http://dx.doi.org/10.3390/ijerph191610143 Text en © 2022 by the authors. https://creativecommons.org/licenses/by/4.0/Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/). |
spellingShingle | Brief Report Suppan, Mélanie Stuby, Loric Fehlmann, Christophe Alain Abbas, Mohamed Achab, Sophia Harbarth, Stephan Suppan, Laurent The Impact of Three Communication Channels on the Dissemination of a Serious Game Designed to Enhance COVID-19 Prevention |
title | The Impact of Three Communication Channels on the Dissemination of a Serious Game Designed to Enhance COVID-19 Prevention |
title_full | The Impact of Three Communication Channels on the Dissemination of a Serious Game Designed to Enhance COVID-19 Prevention |
title_fullStr | The Impact of Three Communication Channels on the Dissemination of a Serious Game Designed to Enhance COVID-19 Prevention |
title_full_unstemmed | The Impact of Three Communication Channels on the Dissemination of a Serious Game Designed to Enhance COVID-19 Prevention |
title_short | The Impact of Three Communication Channels on the Dissemination of a Serious Game Designed to Enhance COVID-19 Prevention |
title_sort | impact of three communication channels on the dissemination of a serious game designed to enhance covid-19 prevention |
topic | Brief Report |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9408446/ https://www.ncbi.nlm.nih.gov/pubmed/36011774 http://dx.doi.org/10.3390/ijerph191610143 |
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