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Related Concept Videos

Skin Cancer01:30

Skin Cancer

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Skin cancer is a type of cancer that occurs when there is an abnormal growth of skin cells, usually triggered by damage to the DNA within the skin cells. It is primarily caused by exposure to ultraviolet (UV) radiation from the sun or artificial sources like tanning beds. Skin cancer is the most common type of cancer worldwide, and its incidence continues to rise.
Basal Cell Carcinoma (BCC): BCC is the most common type of skin cancer, accounting for about 80% of cases. It typically develops in...
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Integrating Augmented Reality Tools in Breast Cancer Related Lymphedema Prognostication and Diagnosis
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Melanoma prevention using an augmented reality-based serious game.

Nuno Ribeiro1, Pedro Tavares2, Catarina Ferreira2

  • 1I3S - Instituto de Investigação e Inovação em Saúde, Universidade do Porto, Portugal, Ipatimup - Instituto de Patologia e Imunologia Molecular da Universidade do Porto, Portugal.

Patient Education and Counseling
|March 5, 2024
PubMed
Summary

This study found that the AR-based serious game Spot effectively increased self-efficacy and intention for skin self-examination (SSE) in healthy individuals. The game shows promise as a tool for cancer prevention education.

Keywords:
Augmented realityMelanomaSerious gameSkin self-examinationSmartphones

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Area of Science:

  • Digital Health
  • Cancer Prevention
  • Serious Games

Background:

  • Patient education is crucial for skin cancer prevention, especially melanoma.
  • Serious games offer a novel approach to educate and motivate individuals in health behaviors.

Purpose of the Study:

  • To field-test Spot, a new augmented reality (AR)-based serious game.
  • To assess the game's impact on skin self-examination (SSE) self-efficacy and intention.

Main Methods:

  • Thirty participants engaged with the Spot game.
  • Data collected via baseline, immediate post-game, and 1-week follow-up questionnaires.

Main Results:

  • Participants rated the game's objective quality as high and believed in its potential for SSE promotion.
  • Statistically significant increases in SSE self-efficacy and intention were observed at follow-up.
  • 50% of participants who had not performed SSE recently reported doing so at follow-up.

Conclusions:

  • AR-based serious games like Spot can effectively educate and motivate users towards cancer prevention behaviors.
  • Spot is a promising strategy for promoting SSE among healthy individuals.
  • Integrating serious games into patient education can enhance engagement in cancer prevention behaviors.