A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study
BackgroundNo treatment for COVID-19 is yet available; therefore, providing access to information about SARS-CoV-2, the transmission route of the virus, and ways to prevent the spread of infection is a critical sanitary measure worldwide. Serious games have advantages in the d...
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doaj-58e7fa7ee48f474186dd0385277a5b852021-05-03T02:53:25ZengJMIR PublicationsJMIR Serious Games2291-92792020-12-0184e2522610.2196/25226A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation StudyGaspar, Juliano De SouzaLage, Eura MartinsSilva, Fernando José DaMineiro, ÉricoOliveira, Isaias José Ramos DeOliveira, IgorSouza, Rayner Guilherme DeGusmão, Juan Rodrigues OliveiraDe Souza, Camila Fernanda DonadoniReis, Zilma Silveira Nogueira BackgroundNo treatment for COVID-19 is yet available; therefore, providing access to information about SARS-CoV-2, the transmission route of the virus, and ways to prevent the spread of infection is a critical sanitary measure worldwide. Serious games have advantages in the dissemination of reliable information during the pandemic; they can provide qualified content while offering interactivity to the user, and they have great reach over the internet. ObjectiveThis study aimed to develop a serious game with the purpose of providing science-based information on the prevention of COVID-19 and personal care during the pandemic while assessing players’ knowledge about COVID-19–related topics. MethodsThe study was conducted with the interdisciplinary collaboration of specialists in health sciences, computing, and design at the Federal University of Minas Gerais, Brazil. The health recommendations were grouped into six thematic blocks, presented in a quiz format. The software languages were based on the progressive web app development methodology with the Ionic framework, JavaScript, HTML5, cascading style sheets, and TypeScript (Angular). Open data reports of how users interact with the serious game were obtained using the Google Analytics application programming interface. The visual identity, logo, infographics, and icons were carefully developed by considering a selection of colors, typography, sounds, and images that are suitable for young audiences. Cards with cartoon characters were introduced at the end of each thematic topic to interact with the player, reinforcing their correct answers or alerting them to the need to learn more about the disease. The players’ performance was assessed by the rate of incorrect and correct answers and analyzed by linear correlation coefficient over 7 weeks. The agile SCRUM development methodology enabled quick and daily interactions of developers through a webchat and sequential team meetings. ResultsThe game “COVID-19–Did You Know?” was made available for free on a public university website on April 1, 2020. The game had been accessed 17,571 times as of September 2020. Dissemination actions such as reports on social media and television showed a temporal correspondence with the access number. The players’ error rate in the topic “Mask” showed a negative trend (r=–.83; P=.01) over the weeks of follow-up. The other topics showed no significant trend over the weeks. ConclusionsThe gamification strategy for health education content on the theme of COVID-19 reached a young audience, which is considered to be a priority in the strategy of orientation toward social distancing. Specific educational reinforcement measures were proposed and implemented based on the players’ performance. The improvement in the users’ performance on the topic about the use of masks may reflect an increase in information about or adherence to mask use over time.http://games.jmir.org/2020/4/e25226/ |
collection |
DOAJ |
language |
English |
format |
Article |
sources |
DOAJ |
author |
Gaspar, Juliano De Souza Lage, Eura Martins Silva, Fernando José Da Mineiro, Érico Oliveira, Isaias José Ramos De Oliveira, Igor Souza, Rayner Guilherme De Gusmão, Juan Rodrigues Oliveira De Souza, Camila Fernanda Donadoni Reis, Zilma Silveira Nogueira |
spellingShingle |
Gaspar, Juliano De Souza Lage, Eura Martins Silva, Fernando José Da Mineiro, Érico Oliveira, Isaias José Ramos De Oliveira, Igor Souza, Rayner Guilherme De Gusmão, Juan Rodrigues Oliveira De Souza, Camila Fernanda Donadoni Reis, Zilma Silveira Nogueira A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study JMIR Serious Games |
author_facet |
Gaspar, Juliano De Souza Lage, Eura Martins Silva, Fernando José Da Mineiro, Érico Oliveira, Isaias José Ramos De Oliveira, Igor Souza, Rayner Guilherme De Gusmão, Juan Rodrigues Oliveira De Souza, Camila Fernanda Donadoni Reis, Zilma Silveira Nogueira |
author_sort |
Gaspar, Juliano De Souza |
title |
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study |
title_short |
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study |
title_full |
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study |
title_fullStr |
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study |
title_full_unstemmed |
A Mobile Serious Game About the Pandemic (COVID-19 - Did You Know?): Design and Evaluation Study |
title_sort |
mobile serious game about the pandemic (covid-19 - did you know?): design and evaluation study |
publisher |
JMIR Publications |
series |
JMIR Serious Games |
issn |
2291-9279 |
publishDate |
2020-12-01 |
description |
BackgroundNo treatment for COVID-19 is yet available; therefore, providing access to information about SARS-CoV-2, the transmission route of the virus, and ways to prevent the spread of infection is a critical sanitary measure worldwide. Serious games have advantages in the dissemination of reliable information during the pandemic; they can provide qualified content while offering interactivity to the user, and they have great reach over the internet.
ObjectiveThis study aimed to develop a serious game with the purpose of providing science-based information on the prevention of COVID-19 and personal care during the pandemic while assessing players’ knowledge about COVID-19–related topics.
MethodsThe study was conducted with the interdisciplinary collaboration of specialists in health sciences, computing, and design at the Federal University of Minas Gerais, Brazil. The health recommendations were grouped into six thematic blocks, presented in a quiz format. The software languages were based on the progressive web app development methodology with the Ionic framework, JavaScript, HTML5, cascading style sheets, and TypeScript (Angular). Open data reports of how users interact with the serious game were obtained using the Google Analytics application programming interface. The visual identity, logo, infographics, and icons were carefully developed by considering a selection of colors, typography, sounds, and images that are suitable for young audiences. Cards with cartoon characters were introduced at the end of each thematic topic to interact with the player, reinforcing their correct answers or alerting them to the need to learn more about the disease. The players’ performance was assessed by the rate of incorrect and correct answers and analyzed by linear correlation coefficient over 7 weeks. The agile SCRUM development methodology enabled quick and daily interactions of developers through a webchat and sequential team meetings.
ResultsThe game “COVID-19–Did You Know?” was made available for free on a public university website on April 1, 2020. The game had been accessed 17,571 times as of September 2020. Dissemination actions such as reports on social media and television showed a temporal correspondence with the access number. The players’ error rate in the topic “Mask” showed a negative trend (r=–.83; P=.01) over the weeks of follow-up. The other topics showed no significant trend over the weeks.
ConclusionsThe gamification strategy for health education content on the theme of COVID-19 reached a young audience, which is considered to be a priority in the strategy of orientation toward social distancing. Specific educational reinforcement measures were proposed and implemented based on the players’ performance. The improvement in the users’ performance on the topic about the use of masks may reflect an increase in information about or adherence to mask use over time. |
url |
http://games.jmir.org/2020/4/e25226/ |
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