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Purpose Serious gaming provides opportunities to harmonize the views of stakeholders regarding integrated care. In order to provide first insights on the effects and stakeholders’ satisfaction of serious gaming, the purpose of this paper is to explore what effects serious gaming has on the perceptions of different stakeholders regarding integrated care, and to evaluate a trial case of serious gaming on integrated care. Design/methodology/approach A pre- and post-test design was used, with two questionnaires. The first questionnaire focused on integrated care, based on the integrated change model, and was given to participants twice, once before and once after the serious game “Long Life Lab” was completed, to assess changes in perception. The second questionnaire focused on the evaluation of serious gaming, and was given to the participants only after the serious game. Findings With nine participants, the results yielded no statistical effects with the exception of three salient beliefs. Despite the small sample, differences in specific beliefs were found for knowledge, attitude and self-efficacy. Furthermore, the game was positively evaluated, but participants indicated that there is room for improvement. Originality/value Participants have positive beliefs toward the use of serious gaming as a tool for changing stakeholders’ perspectives on integrated care. Further studies in greater sample size are needed to confirm the potential value of serious gaming to improve integrated care.
Purpose Serious gaming provides opportunities to harmonize the views of stakeholders regarding integrated care. In order to provide first insights on the effects and stakeholders’ satisfaction of serious gaming, the purpose of this paper is to explore what effects serious gaming has on the perceptions of different stakeholders regarding integrated care, and to evaluate a trial case of serious gaming on integrated care. Design/methodology/approach A pre- and post-test design was used, with two questionnaires. The first questionnaire focused on integrated care, based on the integrated change model, and was given to participants twice, once before and once after the serious game “Long Life Lab” was completed, to assess changes in perception. The second questionnaire focused on the evaluation of serious gaming, and was given to the participants only after the serious game. Findings With nine participants, the results yielded no statistical effects with the exception of three salient beliefs. Despite the small sample, differences in specific beliefs were found for knowledge, attitude and self-efficacy. Furthermore, the game was positively evaluated, but participants indicated that there is room for improvement. Originality/value Participants have positive beliefs toward the use of serious gaming as a tool for changing stakeholders’ perspectives on integrated care. Further studies in greater sample size are needed to confirm the potential value of serious gaming to improve integrated care.
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