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The problem
Intervention: Serious game simulation ('Take Care') using clinical case scenarios in a virtual doctor's office setting
Who it was tested with: 33 nurses and 15 physicians working in primary health care.
Experience from people who deliver programmes: stories, case studies and lessons learned. Valuable for understanding how and why, and for spotting what to test next, but not a measure of effect.
"evaluation of satisfaction with playing the game, using the e-GameFlow scale, with the participation of 33 nurses and 15 physicians." The study measures player satisfaction and perceived knowledge improvement through a validated scale, but lacks a comparison group or follow-up to determine whether training translates to actual violence reporting behaviour.
No control group, no baseline or follow-up measurement, no assessment of actual behavioural change or real-world reporting practices, satisfaction measured immediately after gameplay only
Across countries and designs
1 study · 2 countries