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Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games

BACKGROUND: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people’s subjective well-being. Complementing more conventional approaches to knowledge dissemination, game-based interventions were developed to create awareness and edu...

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Detalles Bibliográficos
Autores principales: Kermavnar, Tjaša, Visch, Valentijn T, Desmet, Pieter M A
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2023
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9994467/
https://www.ncbi.nlm.nih.gov/pubmed/36634265
http://dx.doi.org/10.2196/41766
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author Kermavnar, Tjaša
Visch, Valentijn T
Desmet, Pieter M A
author_facet Kermavnar, Tjaša
Visch, Valentijn T
Desmet, Pieter M A
author_sort Kermavnar, Tjaša
collection PubMed
description BACKGROUND: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people’s subjective well-being. Complementing more conventional approaches to knowledge dissemination, game-based interventions were developed to create awareness and educate people about the pandemic, hoping to change their attitudes and behavior. OBJECTIVE: This study provided an overview and analysis of digital and analog game-based interventions in the context of the COVID-19 pandemic. As major pandemics and other large-scale disruptive events are expected to increase in frequency in the coming decades, this analysis aimed to inform the design, uptake, and effects of similar future interventions. METHODS: From November 2021 to April 2022, Scopus, Google, and YouTube were searched for articles and videos describing COVID-19–themed game-based interventions. Information regarding authorship, year of development or launch, country of origin, license, deployment, genre or type, target audience, player interaction, in-game goal, and intended transfer effects was extracted. Information regarding intervention effectiveness was retrieved where possible. RESULTS: A diverse assortment of 23 analog and 43 digital serious games was identified, approximately one-third of them (25/66, 38%) through scientific articles. Most of these games were developed by research institutions in 2020 (13/66, 20%) and originated in Europe and North America (38/66, 58%). A limited number (20/66, 30%) were tested on relatively small samples, using a diversity of research methods to assess the potential changes in participants’ knowledge, attitudes, and behaviors as well as their gameplay experience. Although most of the evaluated games (11/20, 55%) effectively engaged and motivated the players, increased awareness, and improved their understanding of COVID-19–related issues, the games’ success in influencing people’s behavior was often unclear or limited. CONCLUSIONS: To increase the impact of similar future interventions aimed at disseminating knowledge and influencing people’s attitudes and behaviors during a large-scale crisis, some considerations are suggested. On the basis of the study results and informed by existing game theories, recommendations are made in relation to game development, deployment, and distribution; game users, design, and use; game design terminology; and effectiveness testing for serious games.
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spelling pubmed-99944672023-03-09 Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games Kermavnar, Tjaša Visch, Valentijn T Desmet, Pieter M A JMIR Serious Games Original Paper BACKGROUND: The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people’s subjective well-being. Complementing more conventional approaches to knowledge dissemination, game-based interventions were developed to create awareness and educate people about the pandemic, hoping to change their attitudes and behavior. OBJECTIVE: This study provided an overview and analysis of digital and analog game-based interventions in the context of the COVID-19 pandemic. As major pandemics and other large-scale disruptive events are expected to increase in frequency in the coming decades, this analysis aimed to inform the design, uptake, and effects of similar future interventions. METHODS: From November 2021 to April 2022, Scopus, Google, and YouTube were searched for articles and videos describing COVID-19–themed game-based interventions. Information regarding authorship, year of development or launch, country of origin, license, deployment, genre or type, target audience, player interaction, in-game goal, and intended transfer effects was extracted. Information regarding intervention effectiveness was retrieved where possible. RESULTS: A diverse assortment of 23 analog and 43 digital serious games was identified, approximately one-third of them (25/66, 38%) through scientific articles. Most of these games were developed by research institutions in 2020 (13/66, 20%) and originated in Europe and North America (38/66, 58%). A limited number (20/66, 30%) were tested on relatively small samples, using a diversity of research methods to assess the potential changes in participants’ knowledge, attitudes, and behaviors as well as their gameplay experience. Although most of the evaluated games (11/20, 55%) effectively engaged and motivated the players, increased awareness, and improved their understanding of COVID-19–related issues, the games’ success in influencing people’s behavior was often unclear or limited. CONCLUSIONS: To increase the impact of similar future interventions aimed at disseminating knowledge and influencing people’s attitudes and behaviors during a large-scale crisis, some considerations are suggested. On the basis of the study results and informed by existing game theories, recommendations are made in relation to game development, deployment, and distribution; game users, design, and use; game design terminology; and effectiveness testing for serious games. JMIR Publications 2023-03-07 /pmc/articles/PMC9994467/ /pubmed/36634265 http://dx.doi.org/10.2196/41766 Text en ©Tjaša Kermavnar, Valentijn T Visch, Pieter M A Desmet. Originally published in JMIR Serious Games (https://games.jmir.org), 07.03.2023. https://creativecommons.org/licenses/by/4.0/This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on https://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Kermavnar, Tjaša
Visch, Valentijn T
Desmet, Pieter M A
Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games
title Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games
title_full Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games
title_fullStr Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games
title_full_unstemmed Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games
title_short Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games
title_sort games in times of a pandemic: structured overview of covid-19 serious games
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC9994467/
https://www.ncbi.nlm.nih.gov/pubmed/36634265
http://dx.doi.org/10.2196/41766
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