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Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People
BACKGROUND: Over the last decades, the neurosciences, behavioral sciences, and the social sciences have all seen a rapid development of innovative research methods. The field of bioethics, however, has trailed behind in methodological innovation. Despite the so-called “empirical turn” in bioethics,...
Autores principales: | , , , , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Taylor & Francis
2022
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9612923/ https://www.ncbi.nlm.nih.gov/pubmed/35993968 http://dx.doi.org/10.1080/23294515.2022.2110964 |
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author | Lyreskog, David M. Pavarini, Gabriela Jacobs, Edward Bennett, Vanessa Mawdsley, Geoffrey Singh, Ilina |
author_facet | Lyreskog, David M. Pavarini, Gabriela Jacobs, Edward Bennett, Vanessa Mawdsley, Geoffrey Singh, Ilina |
author_sort | Lyreskog, David M. |
collection | PubMed |
description | BACKGROUND: Over the last decades, the neurosciences, behavioral sciences, and the social sciences have all seen a rapid development of innovative research methods. The field of bioethics, however, has trailed behind in methodological innovation. Despite the so-called “empirical turn” in bioethics, research methodology for project development, data collection and analysis, and dissemination has remained largely restricted to surveys, interviews, and research papers. We have previously argued for a “Design Bioethics” approach to empirical bioethics methodology, which develops purpose-built methods for investigation of bioethical concerns. In this paper we compare a research tool created using a design bioethics approach to a “methods-as-usual” approach in empirical bioethics. METHODS: Our study compared dimensions of engagement with a digital game we created, called “Tracing Tomorrow,” to a standard vignette survey. The two tools investigated the same subject matter, digital phenotyping for mental health, in a sample of 301 UK adolescents. RESULTS: Participants who played the game reported a greater sense of presence, emotional engagement, cognitive absorption, and mental health ethics insight, compared to participants who completed the vignette survey. Perceived authenticity and curiosity/motivation to learn more was equivalent for both methods. CONCLUSION: The results of this study highlights the importance of purpose-built methodology for empirical bioethics research. |
format | Online Article Text |
id | pubmed-9612923 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2022 |
publisher | Taylor & Francis |
record_format | MEDLINE/PubMed |
spelling | pubmed-96129232022-10-28 Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People Lyreskog, David M. Pavarini, Gabriela Jacobs, Edward Bennett, Vanessa Mawdsley, Geoffrey Singh, Ilina AJOB Empir Bioeth Research Article BACKGROUND: Over the last decades, the neurosciences, behavioral sciences, and the social sciences have all seen a rapid development of innovative research methods. The field of bioethics, however, has trailed behind in methodological innovation. Despite the so-called “empirical turn” in bioethics, research methodology for project development, data collection and analysis, and dissemination has remained largely restricted to surveys, interviews, and research papers. We have previously argued for a “Design Bioethics” approach to empirical bioethics methodology, which develops purpose-built methods for investigation of bioethical concerns. In this paper we compare a research tool created using a design bioethics approach to a “methods-as-usual” approach in empirical bioethics. METHODS: Our study compared dimensions of engagement with a digital game we created, called “Tracing Tomorrow,” to a standard vignette survey. The two tools investigated the same subject matter, digital phenotyping for mental health, in a sample of 301 UK adolescents. RESULTS: Participants who played the game reported a greater sense of presence, emotional engagement, cognitive absorption, and mental health ethics insight, compared to participants who completed the vignette survey. Perceived authenticity and curiosity/motivation to learn more was equivalent for both methods. CONCLUSION: The results of this study highlights the importance of purpose-built methodology for empirical bioethics research. Taylor & Francis 2022-08-22 /pmc/articles/PMC9612923/ /pubmed/35993968 http://dx.doi.org/10.1080/23294515.2022.2110964 Text en © 2022 The Author(s). Published with license by Taylor & Francis Group, LLC. https://creativecommons.org/licenses/by/4.0/This is an Open Access article distributed under the terms of the Creative Commons Attribution License (http://creativecommons.org/licenses/by/4.0/ (https://creativecommons.org/licenses/by/4.0/) ), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work is properly cited. |
spellingShingle | Research Article Lyreskog, David M. Pavarini, Gabriela Jacobs, Edward Bennett, Vanessa Mawdsley, Geoffrey Singh, Ilina Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People |
title | Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People |
title_full | Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People |
title_fullStr | Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People |
title_full_unstemmed | Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People |
title_short | Testing Design Bioethics Methods: Comparing a Digital Game with a Vignette Survey for Neuroethics Research with Young People |
title_sort | testing design bioethics methods: comparing a digital game with a vignette survey for neuroethics research with young people |
topic | Research Article |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9612923/ https://www.ncbi.nlm.nih.gov/pubmed/35993968 http://dx.doi.org/10.1080/23294515.2022.2110964 |
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