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Effects of game-like interactive graphics on risk perceptions and decisions.

机译:类似游戏的互动图形对风险感知和决策的影响。

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BACKGROUND: Many patients have difficulty interpreting risks described in statistical terms as percentages. Computer game technology offers the opportunity to experience how often an event occurs, rather than simply read about its frequency. OBJECTIVE: . To assess effects of interactive graphics on risk perceptions and decisions. DESIGN: . Electronic questionnaire. Participants and setting. Respondents (n = 165) recruited online or at an urban hospital. Intervention. Health risks were illustrated by either static graphics or interactive game-like graphics. The interactive search graphic was a grid of squares, which, when clicked, revealed stick figures underneath. Respondents had to click until they found a figure affected by the disease. Measurements. Risk feelings, risk estimates, intention to take preventive action. RESULTS: . Different graphics did not affect mean risk estimates, risk feelings, or intention. Low-numeracy participants reported significantly higher risk feelings than high-numeracy ones except with the interactive search graphic. Unexpectedly, respondents reported stronger intentions to take preventive action when the intention question followed questions about efficacy and disease severity than when it followed perceived risk questions (65% v. 34%; P < 0.001). When respondents reported risk feelings immediately after using the search graphic, the interaction affected perceived risk (the longer the search to find affected stick figures, the higher the risk feeling: rho = 0.57; P = 0.009). Limitations. The authors used hypothetical decisions. CONCLUSIONS: . A game-like graphic that allowed consumers to search for stick figures affected by disease had no main effect on risk perception but reduced differences based on numeracy. In one condition, the game-like graphic increased concern about rare risks. Intentions for preventive action were stronger with a question order that focused first on efficacy and disease severity than with one that focused first on perceived risk.
机译:背景:许多患者难以解释以统计学术语描述的百分比风险。计算机游戏技术提供了体验事件发生频率的机会,而不是简单地了解事件的发生频率。目标:。评估交互式图形对风险感知和决策的影响。设计:。电子问卷。参与者和设置。在线或在城市医院招募的受访者(n = 165)。介入。健康风险通过静态图形或类似游戏的交互式图形来说明。交互式搜索图形是一个正方形的网格,单击该网格可显示其下方的数字。受访者不得不点击直到找到受疾病影响的人物。测量。风险感觉,风险估计,采取预防措施的意愿。结果:不同的图形不会影响平均风险估计,风险感觉或意图。除了互动搜索图形外,低计算能力的参与者报告的风险感觉明显高于高计算能力的参与者。出乎意料的是,与意向性问题有关的功效和疾病严重性问题之后,受访者表示有更强的预防措施的意愿(65%对34%; P <0.001)。当受访者在使用搜索图形后立即报告风险感时,交互作用会影响感知风险(搜索找到受影响的线条图的时间越长,风险感越高:rho = 0.57; P = 0.009)。局限性。作者使用假设的决定。结论:。允许消费者搜索受疾病影响的简笔画的类似游戏的图形对风险感知没有主要影响,但会减少基于计算的差异。在一种情况下,类似游戏的图形增加了对罕见风险的担忧。优先考虑功效和疾病严重性的问题顺序要比首先关注感知风险的问题顺序更有力地采取预防措施。

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