Evidence mapPaperPMID 42311979Full record

ArticleFrontiers in public health2026

Perceived enjoyment from virtual experience to real-world care: how Chinese digital games containing TCM culture influence players' TCM treatment intention.

Jinxiao Ding, Yuxin Jiao, Lin Ji

Abstract read
In one paragraph

Article in Frontiers in public health, 2026. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

0numbers the graph read from it
0cells of the map it votes in
0citing papers in PubMed
field-weighted citation impact
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

3 authors.

Jinxiao DingArtificial Intelligence and Big Data College, Chongqing Polytechnic University of Electronic Technology, Chongqing, China.
Yuxin JiaoSchool of Agricultural Economics and Rural Development, Renmin University of China, Beijing, China.
Lin JiSchool of Agricultural Economics and Rural Development, Renmin University of China, Beijing, China.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Background: In the context of Methods: Based on data collected through an online questionnaire survey of 460 Chinese digital game players, PLS-SEM was utilized to examine the core factors and relationships between gaming motivations, TCM cultural identity, health self-efficacy, and TCM treatment intention. Results: The findings reveal that three types of game use motivations-hedonic, social, and knowledge-seeking-indirectly enhance players' willingness to accept TCM treatment by strengthening their health self-efficacy and identification with TCM culture. Additionally, players' distrust of the TCM healthcare system negatively moderates the association between gaming motivations and TCM treatment intention. Conclusion: This study demonstrates the potential of digital games as effective tools for integrating cultural transmission with public health communication. By improving players' TCM treatment intention, digital games containing TCM culture contribute to the public health objectives outlined in the Health China 2030 strategy. The results provide both theoretical grounding and practical guidance for government agencies and enterprises seeking to leverage digital games to promote TCM cultural inheritance and enhance public health education as part of health welfare improvements.

Indexed as

Digital MediaIntentionMedicine, Chinese TraditionalPatient Acceptance of Health CareVideo GamesAdultChinaFemaleHealth Knowledge, Attitudes, PracticeHumansMaleMiddle AgedMotivationSurveys and QuestionnairesYoung Adultdigital gamesgaming motivationhealth self-efficacyTCM cultural identityTCM treatment intention

Identifiers

PMID42311979
PMCPMC13269273

What Socratic holds

Textmetadata
LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the Socratic graph.