From Street to Lifesaving: CPR Training for Food Delivery Riders Using a Serious Game Approach (Preprint)

<sec> <title>BACKGROUND</title> Background: The objective of this study was to design, implement, and evaluate a serious game intervention to improve CPR knowledge, chest compression quality, and willingness to act among food delivery riders,an often-overlooked group of potential first responders. 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 enhance learning. </sec> <sec> <title>OBJECTIVE</title> This study aimed to expand the network of lay responders and contribute to public health and safety. </sec> <sec> <title>METHODS</title> 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 and outcomes. Pre- and post-intervention comparisons of attitudes, willingness, and CPR performance were analyzed using paired t-tests or Wilcoxon signed-rank tests. Analyses were performed using SPSS version 26.0. </sec> <sec> <title>RESULTS</title> The serious game intervention significantly improved CPR knowledge and willingness to act. Participants who felt capable of performing CPR increased from 10.96% pre-intervention to 68.49% post-intervention (p &lt; 0.01). Willingness to perform CPR on a stranger rose from 24.66% to 69.86% (p = 0.02). The average score for game engagement was 4.73/5 (SD 0.45), and participants rated the clarity of the game’s task objectives at 4.67/5 (SD 0.47). CPR performance quality indicators showed promising results, with a mean compression depth of 55.7 ± 4.80 mm and a frequency of 110 ± 10.4 compressions per minute </sec> <sec> <title>CONCLUSIONS</title> This study shows that serious game-based training effectively improves CPR knowledge, performance, and willingness to act among food delivery riders. The intervention led to significant increases in confidence and CPR readiness, highlighting the potential of serious games as a scalable method for training non-medical responders. </sec>

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Publication Details

Published
2025-08-20
DOI
https://doi.org/10.2196/preprints.82737
Primary Topic
Simulation-Based Education in Healthcare
Type
article
Field-Weighted Citation Impact
0.00
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article

From Street to Lifesaving: CPR Training for Food Delivery Riders Using a Serious Game Approach (Preprint)

Yanli Du, Liang Ouyang, Lei Li, Lin Yin et al.
Simulation-Based Education in Healthcare
article

From Street to Lifesaving: CPR Training for Food Delivery Riders Using a Serious Game Approach (Preprint)

Yanli Du, Liang Ouyang, Lei Li, Lin Yin, H.Z. Ke, Di Liu
article en

Abstract

<sec> <title>BACKGROUND</title> Background: The objective of this study was to design, implement, and evaluate a serious game intervention to improve CPR knowledge, chest compression quality, and willingness to act among food delivery riders,an often-overlooked group of potential first responders. 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 enhance learning. </sec> <sec> <title>OBJECTIVE</title> This study aimed to expand the network of lay responders and contribute to public health and safety. </sec> <sec> <title>METHODS</title> 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 and outcomes. Pre- and post-intervention comparisons of attitudes, willingness, and CPR performance were analyzed using paired t-tests or Wilcoxon signed-rank tests. Analyses were performed using SPSS version 26.0. </sec> <sec> <title>RESULTS</title> The serious game intervention significantly improved CPR knowledge and willingness to act. Participants who felt capable of performing CPR increased from 10.96% pre-intervention to 68.49% post-intervention (p &lt; 0.01). Willingness to perform CPR on a stranger rose from 24.66% to 69.86% (p = 0.02). The average score for game engagement was 4.73/5 (SD 0.45), and participants rated the clarity of the game’s task objectives at 4.67/5 (SD 0.47). CPR performance quality indicators showed promising results, with a mean compression depth of 55.7 ± 4.80 mm and a frequency of 110 ± 10.4 compressions per minute </sec> <sec> <title>CONCLUSIONS</title> This study shows that serious game-based training effectively improves CPR knowledge, performance, and willingness to act among food delivery riders. The intervention led to significant increases in confidence and CPR readiness, highlighting the potential of serious games as a scalable method for training non-medical responders. </sec>

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Simulation-Based Education in Healthcare
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