RESUMEN
Artificial intelligence (AI) is becoming part of our everyday experience and is expected to be ever more integrated into ordinary life for many years to come. Thus, it is important for those in product development, research, and public policy to understand how the public's perception of AI is shaped. In this study, we conducted focus groups and an online survey to determine the knowledge of AI held by the American public, and to judge whether entertainment media is a major influence on how Americans perceive AI. What we found is that the American public's knowledge of AI is patchy: some have a good understanding of what is and what is not AI, but many do not. When it came to understanding what AI can do, most respondents believe that AI could "replace human jobs" but few thought that it could "feel emotion." Most respondents were optimistic about the future and impact of AI, though about one third were not sure. Most respondents also did not think they could develop an emotional bond with or be comfortable being provided care by an AI. Regarding the influence of entertainment media on perceptions of AI, we found a significant relationship (p < 0.5) between people's beliefs about AI in entertainment media and their beliefs about AI in reality. Those who believe AI is realistically depicted in entertainment media were more likely to see AIs as potential emotional partners or apocalyptic robots than to imagine AIs taking over jobs or operating as surveillance tools.
RESUMEN
OBJECTIVE: To develop and test the prototype of a serious digital game for improving community-dwelling older adults' heart failure (HF) knowledge and self-management behaviors. The serious game innovatively incorporates evidence-based HF guidelines with contemporary game technology. MATERIALS AND METHODS: The study included three phases: development of the game prototype, its usability assessment, and evaluation of the game's functionality. Usability testing included researchers' usability assessment, followed by research personnel's observations of participants playing the game, and participants' completion of a usability survey. Next, in a pretest-post-test design, validated instruments-the Atlanta Heart Failure Knowledge Test and the Self Care for Heart Failure Index-were used to measure improvement in HF self-management knowledge and behaviors related to HF self-maintenance, self-management, and self-efficacy, respectively. A postgame survey assessed participants' perceptions of the game. RESULTS: During usability testing, with seven participants, 100%, 100%, and 86% found the game easy to play, enjoyable, and helpful for learning about HF, respectively. In the subsequent functionality testing, with 19 participants, 89% found the game interesting, enjoyable, and easy to play. Playing the game resulted in a significant improvement in HF self-management knowledge, a nonsignificant improvement in self-reported behaviors related to HF self-maintenance, and no difference in HF self-efficacy scores. Participants with lower education level and age preferred games to any other medium for receiving information. CONCLUSION: It is feasible to develop a serious digital game that community-dwelling older adults with HF find both satisfying and acceptable and that can improve their self-management knowledge.
Asunto(s)
Insuficiencia Cardíaca/psicología , Insuficiencia Cardíaca/rehabilitación , Juegos de Video/psicología , Anciano , Anciano de 80 o más Años , Dieta Hiposódica/psicología , Estudios de Factibilidad , Femenino , Humanos , Masculino , Persona de Mediana Edad , Aplicaciones Móviles , Cooperación del Paciente/psicología , Satisfacción del Paciente , Placer , Evaluación de Programas y Proyectos de Salud , Autocuidado , Autoeficacia , Encuestas y Cuestionarios , Evaluación de Síntomas , Interfaz Usuario-ComputadorRESUMEN
Effective self-management can decrease up to 50% of heart failure (HF) hospitalizations. However, self-management by patients with HF remains poor. We describe the development and usability testing of an interactive digital e-health game (IDEG) for older patients with HF in Central Texas, USA. Majority of the participants (5 out of 6) who participated in the usability testing found the game interesting, enjoyable and helpful to play. Developing an IDEG that is satisfying and acceptable to older adults with HF is feasible.