2021
DOI: 10.2196/26216
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How Gameful Experience Affects Public Knowledge, Attitudes, and Practices Regarding COVID-19 Among the Taiwanese Public: Cross-sectional Study

Abstract: Background In 2019, with the COVID-19 pandemic sweeping across the globe, public health systems worldwide faced severe challenges. Amid the pandemic, one simulation game, Plague Inc., has received substantial attention. This game has indirectly drawn greater public attention to public health issues by simulating pathogen transmission and disease symptoms. Objective Against this backdrop, this research investigates whether the gameful experience of Plagu… Show more

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Cited by 8 publications
(14 citation statements)
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“…Table 1 summarizes the characteristics of the studies included. We identified four serious game designed to promote knowledge and teach new practices with regard to Covid-19: 1) Escape COVID-19 teaches COVID-19 IPC practices ( Suppan et al, 2021b ; 2021a ); 2) Point of Contact (PoC) explains COVID-19 preventive measures ( Hill et al, 2021 ); 3) Covidgame is about COVID-19 education for students attending the last year of medical school ( Hu et al, 2021 ); 4) Plague Inc. aims at providing knowledge about Covid-19 transmission and characteristics of pathogens ( Peng and Bai, 2021 ). The studies included were carried out in different countries and targeted different populations (general population, healthcare personnel and young adults).…”
Section: Resultsmentioning
confidence: 99%
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“…Table 1 summarizes the characteristics of the studies included. We identified four serious game designed to promote knowledge and teach new practices with regard to Covid-19: 1) Escape COVID-19 teaches COVID-19 IPC practices ( Suppan et al, 2021b ; 2021a ); 2) Point of Contact (PoC) explains COVID-19 preventive measures ( Hill et al, 2021 ); 3) Covidgame is about COVID-19 education for students attending the last year of medical school ( Hu et al, 2021 ); 4) Plague Inc. aims at providing knowledge about Covid-19 transmission and characteristics of pathogens ( Peng and Bai, 2021 ). The studies included were carried out in different countries and targeted different populations (general population, healthcare personnel and young adults).…”
Section: Resultsmentioning
confidence: 99%
“…Teaching medical knowledge through educational games has been found to be as effective as traditional teaching methods ( Crovato et al, 2016 ; Abraham et al, 2019 ; Tubelo et al, 2019 ). Therefore, to spread COVID-19 prevention messages in an original and engaging way, some serious games have been developed, such as Plague Inc. and Escape COVID-19, which have received considerable attention during the pandemic ( Suppan et al, 2021b ; Peng and Bai, 2021 ).…”
Section: Resultsmentioning
confidence: 99%
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“…Regarding SARS-Cov-2, several projects investigate the impact of serious games on changing players' perceptions of preventive measures [22]. For this purpose, a few games have been developed or studied, including the games Plague Inc. [6,23,24], Escape COVID-19 [23], and Point of Contact [22].…”
Section: Previous Work Previous Work Reports On Video Gamesmentioning
confidence: 99%