An evidence-based serious game app for public education on antibiotic use and resistance: randomized controlled trial

Background: The misuse and overuse of antibiotics accelerate the development of antimicrobial resistance (AMR). Serious games, any form of games that serve a greater purpose other than entertainment, could augment public education above ongoing health promotion efforts. Hence, we developed an eviden...

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Main Authors: Huang, Zhilian, Ow, Jing Teng, Tang, Wern Ee, Chow, Angela
Other Authors: Lee Kong Chian School of Medicine (LKCMedicine)
Format: Article
Language:English
Published: 2024
Subjects:
Online Access:https://hdl.handle.net/10356/181769
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Institution: Nanyang Technological University
Language: English
id sg-ntu-dr.10356-181769
record_format dspace
institution Nanyang Technological University
building NTU Library
continent Asia
country Singapore
Singapore
content_provider NTU Library
collection DR-NTU
language English
topic Medicine, Health and Life Sciences
Serious game application
Antimicrobial resistance
spellingShingle Medicine, Health and Life Sciences
Serious game application
Antimicrobial resistance
Huang, Zhilian
Ow, Jing Teng
Tang, Wern Ee
Chow, Angela
An evidence-based serious game app for public education on antibiotic use and resistance: randomized controlled trial
description Background: The misuse and overuse of antibiotics accelerate the development of antimicrobial resistance (AMR). Serious games, any form of games that serve a greater purpose other than entertainment, could augment public education above ongoing health promotion efforts. Hence, we developed an evidence-based educational serious game app—SteWARdS Antibiotic Defence—to educate players on good antibiotic use practices and AMR through a game quest comprising 3 minigames and interaction with the nonplayer characters. Objective: We aimed to evaluate the effectiveness of the SteWARdS Antibiotic Defence app in improving the knowledge of, attitude toward, and perceptions (KAP) of appropriate antibiotic use and AMR among the public in Singapore. Methods: We conducted a 2-arm parallel randomized controlled trial, recruiting visitors aged 18-65 years from 2 polyclinics in Singapore. Intervention group participants had to download the SteWARdS Antibiotic Defence app (available only in English and on the Android platform) on their smartphones and complete the quest in the app. Participants took half a day to 2 weeks to complete the quest. The control group received no intervention. Knowledge questions on antibiotic use and AMR (11 binary questions) were self-administered at baseline, immediately after the intervention, and 6-10 weeks post intervention, while attitudes and perception questions (14 three-point Likert-scale questions) were self-administered at baseline and 6-10 weeks post intervention. We also collected participants’ feedback on app usage. Results: Participants (n=348; intervention: n=142, control: n=206) had a mean age of 36.9 years. Intervention group participants showed a statistically significant improvement in mean knowledge score (effect size: 0.58 [95% CI 0.28-0.87]) compared with controls after accounting for age, educational level, and exposure to advertisements on antibiotics and AMR. Intervention participants also showed a statistically significant improvement in mean attitude-perception scores (effect size: 0.98 (95% CI 0.44-1.52)) after adjusting for marital status and race. A majority of participants agreed that the “SteWARdS Antibiotic Defence” app improved their awareness on antibiotic use (135/142, 95.1%) and AMR (136/142, 95.8%). About 73.9% (105/142) of the participants agreed that the app is easy to use, 70.4% (100/142) agreed that the app was enjoyable, and 85.2% (121/142) would recommend the app to others. Conclusions: Our educational serious game app improves participants’ KAP on appropriate antibiotic use and AMR. Public education apps should be engaging, educational, easy to use, and have an attractive user interface. Future research should assess the effectiveness of interventions in facilitating long-term knowledge retention and long-lasting behavioral change.
author2 Lee Kong Chian School of Medicine (LKCMedicine)
author_facet Lee Kong Chian School of Medicine (LKCMedicine)
Huang, Zhilian
Ow, Jing Teng
Tang, Wern Ee
Chow, Angela
format Article
author Huang, Zhilian
Ow, Jing Teng
Tang, Wern Ee
Chow, Angela
author_sort Huang, Zhilian
title An evidence-based serious game app for public education on antibiotic use and resistance: randomized controlled trial
title_short An evidence-based serious game app for public education on antibiotic use and resistance: randomized controlled trial
title_full An evidence-based serious game app for public education on antibiotic use and resistance: randomized controlled trial
title_fullStr An evidence-based serious game app for public education on antibiotic use and resistance: randomized controlled trial
title_full_unstemmed An evidence-based serious game app for public education on antibiotic use and resistance: randomized controlled trial
title_sort evidence-based serious game app for public education on antibiotic use and resistance: randomized controlled trial
publishDate 2024
url https://hdl.handle.net/10356/181769
_version_ 1820027779602710528
spelling sg-ntu-dr.10356-1817692024-12-22T15:39:41Z An evidence-based serious game app for public education on antibiotic use and resistance: randomized controlled trial Huang, Zhilian Ow, Jing Teng Tang, Wern Ee Chow, Angela Lee Kong Chian School of Medicine (LKCMedicine) Tan Tock Seng Hospital Saw Swee Hock School of Public Health, NUS Medicine, Health and Life Sciences Serious game application Antimicrobial resistance Background: The misuse and overuse of antibiotics accelerate the development of antimicrobial resistance (AMR). Serious games, any form of games that serve a greater purpose other than entertainment, could augment public education above ongoing health promotion efforts. Hence, we developed an evidence-based educational serious game app—SteWARdS Antibiotic Defence—to educate players on good antibiotic use practices and AMR through a game quest comprising 3 minigames and interaction with the nonplayer characters. Objective: We aimed to evaluate the effectiveness of the SteWARdS Antibiotic Defence app in improving the knowledge of, attitude toward, and perceptions (KAP) of appropriate antibiotic use and AMR among the public in Singapore. Methods: We conducted a 2-arm parallel randomized controlled trial, recruiting visitors aged 18-65 years from 2 polyclinics in Singapore. Intervention group participants had to download the SteWARdS Antibiotic Defence app (available only in English and on the Android platform) on their smartphones and complete the quest in the app. Participants took half a day to 2 weeks to complete the quest. The control group received no intervention. Knowledge questions on antibiotic use and AMR (11 binary questions) were self-administered at baseline, immediately after the intervention, and 6-10 weeks post intervention, while attitudes and perception questions (14 three-point Likert-scale questions) were self-administered at baseline and 6-10 weeks post intervention. We also collected participants’ feedback on app usage. Results: Participants (n=348; intervention: n=142, control: n=206) had a mean age of 36.9 years. Intervention group participants showed a statistically significant improvement in mean knowledge score (effect size: 0.58 [95% CI 0.28-0.87]) compared with controls after accounting for age, educational level, and exposure to advertisements on antibiotics and AMR. Intervention participants also showed a statistically significant improvement in mean attitude-perception scores (effect size: 0.98 (95% CI 0.44-1.52)) after adjusting for marital status and race. A majority of participants agreed that the “SteWARdS Antibiotic Defence” app improved their awareness on antibiotic use (135/142, 95.1%) and AMR (136/142, 95.8%). About 73.9% (105/142) of the participants agreed that the app is easy to use, 70.4% (100/142) agreed that the app was enjoyable, and 85.2% (121/142) would recommend the app to others. Conclusions: Our educational serious game app improves participants’ KAP on appropriate antibiotic use and AMR. Public education apps should be engaging, educational, easy to use, and have an attractive user interface. Future research should assess the effectiveness of interventions in facilitating long-term knowledge retention and long-lasting behavioral change. Published version This work is supported by the National Centre for Infectious Diseases (National Centre for Infectious Diseases Catalyst grant FY2022HZ). 2024-12-17T02:41:46Z 2024-12-17T02:41:46Z 2024 Journal Article Huang, Z., Ow, J. T., Tang, W. E. & Chow, A. (2024). An evidence-based serious game app for public education on antibiotic use and resistance: randomized controlled trial. JMIR Serious Games, 12, e59848-. https://dx.doi.org/10.2196/59848 2291-9279 https://hdl.handle.net/10356/181769 10.2196/59848 39235853 2-s2.0-85204563565 12 e59848 en FY2022HZ JMIR serious games © Zhilian Huang, Jing Teng Ow, Wern Ee Tang, Angela Chow. Originally published in JMIR Serious Games (https://games.jmir.org), 05.09.2024. This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included. application/pdf