Published in

SAGE Publications, Journal of Pediatric Oncology Nursing, 5(23), p. 269-275, 2006

DOI: 10.1177/1043454206289780

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Factors Affecting Acceptability to Young Cancer Patients of a Psychoeducational Video Game About Cancer

Journal article published in 2006 by Pamela M. Kato ORCID, Ivan L. Beale
This paper was not found in any repository, but could be made available legally by the author.
This paper was not found in any repository, but could be made available legally by the author.

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Abstract

This study explored whether an action video game about cancer would be acceptable to adolescent and young adult cancer patients as a tool for learning about cancer and self-care during treatment. Interviews about a proposed video game were conducted with 43 young cancer patients, who also completed questionnaires measuring personality and adaptive style. Data were analyzed to assess the overall acceptability of the proposed video game and to reveal any factors associated with measures of acceptability. Most participants expressed willingness to play the game and a moderate degree of interest in it. Cancer content in the game was not a deterrent for most participants. Game acceptability was not affected by personality variables or adaptive style. It is concluded that an action video game using cancer themes could be useful to nurses as a tool to improve understanding and self care of adolescent and young adult cancer patients.