Improving outcomes for cancer patients through gamification.
Abstract
Most studies of video game players rely on self-reported hours per week of play to approximate a person’s cultural exposure and possible skill level. Yet, self-reported play time can be a biased measurement: most gamers play different hourly amounts throughout their lives depending on other responsibilities, and additionally, some players underreport their play time due to negative gamer stereotypes or gendered expectations. To address these limitations, we are developing a gaming knowledge quiz which offers an objective measurement of gaming knowledge, a proxy for lifetime and recent exposure to video gaming. By testing the measure in a gender-diverse population, with questions focusing on different eras of gameplay, and in different contexts such as paper-and-pencil versus online, we can create a measure that accounts for participant age, passive exposure (e.g., men who hear about games from friends), and administration context for use in research.
- Author(s)
- K.M. Nolla
- Affiliation
- The Center for Data Analytics and Sports Gaming Research, Morgan State University
- Year
- Ongoing
- Topics
- Demographics & Vulnerable Populations