Acceptability of Video Games Technology for Medical Emergency Training

Acceptability of Video Games Technology for Medical Emergency Training

James F. Knight
Copyright: © 2013 |Volume: 5 |Issue: 4 |Pages: 14
ISSN: 1942-3888|EISSN: 1942-3896|EISBN13: 9781466634978|DOI: 10.4018/ijgcms.2013100105
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MLA

Knight, James F. "Acceptability of Video Games Technology for Medical Emergency Training." IJGCMS vol.5, no.4 2013: pp.86-99. http://doi.org/10.4018/ijgcms.2013100105

APA

Knight, J. F. (2013). Acceptability of Video Games Technology for Medical Emergency Training. International Journal of Gaming and Computer-Mediated Simulations (IJGCMS), 5(4), 86-99. http://doi.org/10.4018/ijgcms.2013100105

Chicago

Knight, James F. "Acceptability of Video Games Technology for Medical Emergency Training," International Journal of Gaming and Computer-Mediated Simulations (IJGCMS) 5, no.4: 86-99. http://doi.org/10.4018/ijgcms.2013100105

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Abstract

Using the technology acceptance model (TAM), this study aimed to investigate the acceptability of video game technologies (serious games) for medical emergency procedure and decision making training. Using the Triage Trainer, a prototype serious game for the triage sieve process, differences between gamers and non-gamers, males and females, and the effects of ratings of computer self efficacy (i.e. computer skill and gaming skill) and attitudes towards computers (i.e. enthusiasm and anxiety) on the acceptance model were also investigated. The results show significant correlations for computer self-efficacy and attitude variables with the perceived ease of use (PEOU), perceived usefulness (PU) and attitudes towards use (ATU) of the game. Multiple regression showed that 52% of the variance in ATU was explained by the PU and PEOU. However, none of the secondary variables (self efficacy or emotions) had a significant effect on the ATU, PU and PEOU over and above each other.

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