Three major themes were identified, which were educational video games, game content, and purpose of game. Most participants had at least “some” gaming experience. Results: A total of 18 focus groups were held with 139 participants from a Wisconsin middle school. The prevalent codes were identified and categorized into themes and subthemes. Intercoder reliability (kappa coefficient) among the coders was reported as 0.97. The focus groups were audio recorded and professionally transcribed they were then analyzed content-wise and thematically by 2 study team members. Each focus group consisted of 5 to 10 persons. The participants were eligible if they were 12 to 14 years old, could speak and understand English, and had parents who could read English or Spanish. A focus group discussion guide was developed and consisted of questions about aspects of the playbook and the participants’ gaming experience. In the game, the player learns that they have cancer and is given the opportunity to go back in time to reduce their cancer risk. The game playbook was developed based on “Cancer, Clear & Simple,” a curriculum intended to educate individuals about cancer, prevention, self-care, screening, and detection. Methods: Focus groups were held to allow adolescents to review a game playbook and discuss gaming behaviors and preferences for an SG for cancer education. The study also characterized the students’ perceptions of desired game design features for a cancer prevention SG. Objective: This study aimed to investigate middle school students’ preferences for the use of SGs for cancer prevention education. Previous studies have demonstrated the effectiveness of serious games (SGs) to teach adolescents about healthy lifestyle choices, but few research efforts have examined the utility of using SGs to educate youth specifically on cancer prevention. However, there are limited interventions that educate the adolescent population about cancer prevention. Public health efforts have made significant progress in easing the burden of cancer through the promotion of early screening and healthy lifestyle advocacy. Educating adolescents about cancer risks can improve awareness and introduce healthy lifestyle habits. Social & Administrative Sciences Divisionīackground: Cancer in the United States is a leading cause of mortality. ![]() JMIR Bioinformatics and Biotechnology 31 articles.JMIR Biomedical Engineering 66 articles. ![]() ![]() Journal of Participatory Medicine 76 articles.JMIR Perioperative Medicine 86 articles.JMIR Rehabilitation and Assistive Technologies 189 articles.JMIR Pediatrics and Parenting 266 articles.Interactive Journal of Medical Research 286 articles.JMIR Public Health and Surveillance 1071 articles.Journal of Medical Internet Research 7222 articles.
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