TY - JOUR
T1 - Increasing knowledge about plasma and plasma donation through a serious game
T2 - Evidence from a mixed-method study
AU - Ciausescu, Alexandra
AU - Merz, Eva Maria
AU - Bekkers, Rene
AU - Wit, Arjen de
N1 - Publisher Copyright:
© 2025
PY - 2025/8
Y1 - 2025/8
N2 - Many European countries are facing plasma shortages, with lack of awareness and knowledge about plasma donation being a potential explanation for low donor numbers. One approach to increasing knowledge and awareness about plasma is through informal educational methods, such as serious games. We developed a serious game focused on plasma and plasma donation for children and adolescents (8–17 years) in the Netherlands and tested it with 636 participants in collaboration with the science museum NEMO Amsterdam. The effectiveness of the game was assessed by measuring the change in knowledge about plasma and plasma donation from open-ended questions in a pen-and-paper questionnaire participants completed before and after playing the game. A Wilcoxon Signed-Rank Test revealed an increase in knowledge after playing the game, demonstrating that the game effectively educates players about plasma donation. No statistically significant relationship was found between knowledge increase and sociodemographic characteristics, nor with gameplay experiences. For educators and game designers, our game shows that even simple game designs and mechanics can be effective in imparting knowledge, while also preventing disparities in learning outcomes with respect to age, gender, and technical skills in playing games. For researchers, our study paves the way for a new line of research into the application of serious games in healthcare beyond clinical contexts, such as disease prevention or management. Importantly, our study highlights the potential of serious games to foster knowledge about health-related prosocial behaviours, possibly inspiring future research evaluating their potential as innovative teaching methods to address critical public health issues.
AB - Many European countries are facing plasma shortages, with lack of awareness and knowledge about plasma donation being a potential explanation for low donor numbers. One approach to increasing knowledge and awareness about plasma is through informal educational methods, such as serious games. We developed a serious game focused on plasma and plasma donation for children and adolescents (8–17 years) in the Netherlands and tested it with 636 participants in collaboration with the science museum NEMO Amsterdam. The effectiveness of the game was assessed by measuring the change in knowledge about plasma and plasma donation from open-ended questions in a pen-and-paper questionnaire participants completed before and after playing the game. A Wilcoxon Signed-Rank Test revealed an increase in knowledge after playing the game, demonstrating that the game effectively educates players about plasma donation. No statistically significant relationship was found between knowledge increase and sociodemographic characteristics, nor with gameplay experiences. For educators and game designers, our game shows that even simple game designs and mechanics can be effective in imparting knowledge, while also preventing disparities in learning outcomes with respect to age, gender, and technical skills in playing games. For researchers, our study paves the way for a new line of research into the application of serious games in healthcare beyond clinical contexts, such as disease prevention or management. Importantly, our study highlights the potential of serious games to foster knowledge about health-related prosocial behaviours, possibly inspiring future research evaluating their potential as innovative teaching methods to address critical public health issues.
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U2 - 10.1016/j.compedu.2025.105325
DO - 10.1016/j.compedu.2025.105325
M3 - Article
AN - SCOPUS:105002393680
SN - 0360-1315
VL - 233
JO - Computers and Education
JF - Computers and Education
M1 - 105325
ER -