Background <p>The objective of this study was to design, implement, and evaluate the feasibility and acceptability of a blended serious game–based intervention for food delivery riders, an often-overlooked group of potential first responders. The study also descriptively assessed changes in CPR knowledge, chest compression quality, and willingness to act among this population. Given their frequent presence in public spaces and their demographic characteristics, food delivery riders represent a promising target for gamified CPR training, which leverages interactive and motivational features to explore its potential to enhance learning.</p> Objective <p>The objective of this study was to evaluate the feasibility and acceptability of a blended serious game–based CPR training intervention among food delivery riders.</p> Methods <p>This study used a single-group pre–post design to evaluate a serious game-based CPR training program for food delivery riders, with 73 participants enrolled. Data were entered into a secure database by two independent researchers to ensure accuracy and minimize errors. Descriptive statistics summarized participant characteristics. Pre- and post-intervention comparisons were analyzed using McNemar tests for categorical data and paired t-tests or Wilcoxon signed-rank tests for continuous variables, as appropriate. Statistical significance was set at <i>P</i> &lt; 0.05. All analyses were performed using SPSS version 26.0.</p> Results <p>Significant improvements were observed across all indicators post-intervention. The proportion of participants who felt capable of performing CPR increased from 11.0% to 68.5% (absolute difference: 57.5%; 95% CI 45.8%–66.8%). Willingness to perform CPR on a stranger rose from 24.7% to 69.9% (absolute difference: 45.2%; 95% CI 33.5%–54.8%), while willingness for family/friends increased from 74.0% to 94.5% (absolute difference: 20.5%; 95% CI 10.2%–31.0%). Participants’ confidence in their ability to help someone during cardiac arrest significantly improved, with mean scores increasing from 2.5 to 3.9 points ( mean difference: 1.4, 95% CI 1.2–1.6). Fear of performing CPR decreased significantly, with mean scores dropping from 3.7 pre-intervention to 2.5 post-intervention(mean difference: -1.2, 95% CI -1.4–-1.1).</p> Conclusions <p>Following the blended CPR training, which incorporated serious games along with lectures and instructor feedback, participants showed increases in self-reported confidence, willingness to perform CPR, and measured CPR performance.These results suggest that this blended intervention can enhance knowledge, attitudes, and skill metrics among food delivery riders.</p>

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From street to lifesaving: a pre–post study of a blended serious game–based CPR training program for food delivery riders

  • Yin Lin,
  • Lei Li,
  • Lanxin Ouyang,
  • Haiming Ke,
  • Yudi Du,
  • Di Liu

摘要

Background

The objective of this study was to design, implement, and evaluate the feasibility and acceptability of a blended serious game–based intervention for food delivery riders, an often-overlooked group of potential first responders. The study also descriptively assessed changes in CPR knowledge, chest compression quality, and willingness to act among this population. Given their frequent presence in public spaces and their demographic characteristics, food delivery riders represent a promising target for gamified CPR training, which leverages interactive and motivational features to explore its potential to enhance learning.

Objective

The objective of this study was to evaluate the feasibility and acceptability of a blended serious game–based CPR training intervention among food delivery riders.

Methods

This study used a single-group pre–post design to evaluate a serious game-based CPR training program for food delivery riders, with 73 participants enrolled. Data were entered into a secure database by two independent researchers to ensure accuracy and minimize errors. Descriptive statistics summarized participant characteristics. Pre- and post-intervention comparisons were analyzed using McNemar tests for categorical data and paired t-tests or Wilcoxon signed-rank tests for continuous variables, as appropriate. Statistical significance was set at P < 0.05. All analyses were performed using SPSS version 26.0.

Results

Significant improvements were observed across all indicators post-intervention. The proportion of participants who felt capable of performing CPR increased from 11.0% to 68.5% (absolute difference: 57.5%; 95% CI 45.8%–66.8%). Willingness to perform CPR on a stranger rose from 24.7% to 69.9% (absolute difference: 45.2%; 95% CI 33.5%–54.8%), while willingness for family/friends increased from 74.0% to 94.5% (absolute difference: 20.5%; 95% CI 10.2%–31.0%). Participants’ confidence in their ability to help someone during cardiac arrest significantly improved, with mean scores increasing from 2.5 to 3.9 points ( mean difference: 1.4, 95% CI 1.2–1.6). Fear of performing CPR decreased significantly, with mean scores dropping from 3.7 pre-intervention to 2.5 post-intervention(mean difference: -1.2, 95% CI -1.4–-1.1).

Conclusions

Following the blended CPR training, which incorporated serious games along with lectures and instructor feedback, participants showed increases in self-reported confidence, willingness to perform CPR, and measured CPR performance.These results suggest that this blended intervention can enhance knowledge, attitudes, and skill metrics among food delivery riders.