Palliative Care Stay Room – designing, testing and evaluating a gamified social intervention to enhance palliative care awareness.

Author:

Reigada Carla1,Sandgren Anna2,Rivas Sonia3,Carvajal Ana4,Hermida-Romero Santiago5,Benítez Edgar6,Ripoll Guillen7,Olza Inés1,Centeno Carlos1,Gómez Beatriz8

Affiliation:

1. Institute for Culture and Society, University of Navarra

2. Department of Health and Caring Sciences, Linnaeus University

3. School of Education and Psychology, University of Navarra

4. School of Nursing, University of Navarra

5. Applied Creativity School, University of Navarra

6. Institute for Data Science and Artificial Intelligence, University of Navarra

7. School of Economics and Business, University of Navarra

8. School of Communication, University of Navarra

Abstract

Abstract Introduction: The message of palliative care can be promoted using creative thinking and gamification. It can be an innovative strategy to promote changes in behaviour, promote thinking, and work on skills such as empathy. Aim: Design, test and evaluate a gamified social intervention to enhance palliative care awareness. Methods: Participatory action research study with mixed methods, Design Thinking and using the Public Engagement strategy. Forty-three undergraduate students participated in a Palliative CareStay Room and completed the Test of Cognitive and Affective Empathy (TECA) before and after the game. At the end of the game, a ten-minute debriefing was held with the participants and an open-ended questionnaire was handed out. The content analysis was done independently and the sum of the scores of each dimension was compared before and after the activity. Findings: Older participants (N=43: female=23; male=20; x̄ 19.6 years old) presented higher values in perspective adoption (intellectual ability to put oneself in the other’s place) p=.046 and in emotional understanding (ability to recognize emotional states) p=.018, after participating in the game. Females had the highest scores on empathic joy (p=.08). Students stated that the game gave them knowledge and new perspectives. Conclusion: Gamification can be used in teaching and transmitting positive attitudes in Palliative Care and can help young university students to think positively about care issues.

Publisher

Research Square Platform LLC

Reference32 articles.

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2. Knowledge and Experiences of Final Year Medical and Nursing Students with Regard to Palliative Care at Government University in Oman: A Questionnaire Based Study;Al-Azri M;J Cancer Educ,2020

3. Patel P, Lyons L. Examining the Knowledge, Awareness, and Perceptions of Palliative Care in the General Public Over Time: A Scoping Literature Review.

4. Reigada C, Hermida-Romero S, Sandgren A, Gómez B, Olza I, Navas A, et al. Interdisciplinary discussions on palliative care among university students in Spain: giving voice to the social debate. 2021 [cited 2021 Sep 7]. Available from: https://doi.org/10.1080/17482631.2021.1955441.

5. Palliative care: An integral component of human right to health;Shrivastava SR;Int J Prev Med.,2016

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