Development of a digital game to raise young adults’ awareness of viral infections
Autor(a) principal: | |
---|---|
Data de Publicação: | 2022 |
Tipo de documento: | Dissertação |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10773/36737 |
Resumo: | Emerging viral infections and risks posed to human health have led to an urgent need of having scientific, prompt, and appropriate in-time information during viral outbreaks. Since young adults have greater mobility and heterogeneity in daily contacts, raising awareness of viral infections in this age group is extremely important. Digital games have already been used as effective tools to encourage healthy behaviors. However, there is a general lack of knowledge in game design considerations to inform about viruses and raise players' awareness of viral outbreaks. Thus, exploring the use of digital games and design considerations to influence players' decision-making in daily routines to fight against viral infections and outbreaks seems to be not only important but also necessary. The purpose of this research is to formulate a set of best practices and guidelines for designing and developing virus-themed digital games to raise young adults' awareness of viral infections, their spread, and transmission. The Development Research method is applied, being subdivided into the following phases: (1) Definition of the game requirements based on the literature review and a three-round Delphi method with informed individuals in Microbiology and Game Design and Development (26 in the 1ˢᵗ round, 19 in the 2ⁿᵈ, and 14 in the 3ʳᵈ); (2) Development of the game Mutation Madness; and (3) Game evaluation involving 34 young adults aged between 18 and 35. The Mutation Madness game showed to be an effective learning strategy in raising awareness among young adults for viral infections – i.e., occurrences of mutations and variants, emphasizing the relevance of a set of practices and guidelines. These include (i) Addressing the transmission of the virus, measures to prevent and treat viral infections as a topic; (ii) Replicate virus interactions based on physical-life models; (iii) Incorporate the content in a playful way to be transmitted implicitly, among others. |
id |
RCAP_dfefc396cfeee3c9a12388f86a65e93c |
---|---|
oai_identifier_str |
oai:ria.ua.pt:10773/36737 |
network_acronym_str |
RCAP |
network_name_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository_id_str |
7160 |
spelling |
Development of a digital game to raise young adults’ awareness of viral infectionsDigital gamesGame-based learningMicrobiologySituation awarenessViral infectionsEmerging viral infections and risks posed to human health have led to an urgent need of having scientific, prompt, and appropriate in-time information during viral outbreaks. Since young adults have greater mobility and heterogeneity in daily contacts, raising awareness of viral infections in this age group is extremely important. Digital games have already been used as effective tools to encourage healthy behaviors. However, there is a general lack of knowledge in game design considerations to inform about viruses and raise players' awareness of viral outbreaks. Thus, exploring the use of digital games and design considerations to influence players' decision-making in daily routines to fight against viral infections and outbreaks seems to be not only important but also necessary. The purpose of this research is to formulate a set of best practices and guidelines for designing and developing virus-themed digital games to raise young adults' awareness of viral infections, their spread, and transmission. The Development Research method is applied, being subdivided into the following phases: (1) Definition of the game requirements based on the literature review and a three-round Delphi method with informed individuals in Microbiology and Game Design and Development (26 in the 1ˢᵗ round, 19 in the 2ⁿᵈ, and 14 in the 3ʳᵈ); (2) Development of the game Mutation Madness; and (3) Game evaluation involving 34 young adults aged between 18 and 35. The Mutation Madness game showed to be an effective learning strategy in raising awareness among young adults for viral infections – i.e., occurrences of mutations and variants, emphasizing the relevance of a set of practices and guidelines. These include (i) Addressing the transmission of the virus, measures to prevent and treat viral infections as a topic; (ii) Replicate virus interactions based on physical-life models; (iii) Incorporate the content in a playful way to be transmitted implicitly, among others.As infeções virais emergentes e os seus riscos para a saúde humana levaram a uma necessidade urgente da disposição de informação científica, rápida e apropriada durante os surtos virais. Uma vez que os jovens adultos têm tido maior mobilidade e heterogeneidade nos contactos diários, a sensibilização para as infeções virais neste grupo etário é extremamente importante. Os jogos digitais já têm sido utilizados como instrumentos eficazes para encorajar comportamentos saudáveis. Contudo, existe uma falta de conhecimento em relação às considerações de design de jogos para informar sobre os vírus e sensibilizar os jogadores para os surtos virais. Assim, parece ser importante e necessário explorar a utilização de jogos digitais e considerações de design para influenciar a tomada de decisões dos jogadores nas rotinas diárias de combate às infeções e surtos virais. O objetivo desta investigação é formular um conjunto de práticas e diretrizes para o design e desenvolvimento de jogos digitais com a temática dos vírus, a fim de sensibilizar os jovens adultos para as infeções virais, a sua propagação e transmissão. Além disso, é apresentado um protótipo de um jogo digital como estratégia de aprendizagem para sensibilizar os jovens para as infeções virais. Esta Investigação de Desenvolvimento subdivide-se nas seguintes etapas: (1) Definição dos requisitos do jogo baseado na revisão da literatura e aplicação do método Delphi de três rondas com indivíduos informados (26 na 1ª, 19 na 2ª e 14 na 3ª) nas áreas da Microbiologia e design e desenvolvimento de jogos digitais; (2) Desenvolvimento do jogo digital Mutation Madness; e (3) Avaliação do jogo com 34 jovens adultos com idades compreendidas entre os 18 e os 35 anos. O jogo Mutation Madness demonstrou ser uma estratégia de aprendizagem eficaz na sensibilização dos jovens adultos para as infeções virais principalmente no que concerne às mutações dos vírus e aparecimento de novas variantes, sublinhando a relevância de um conjunto de práticas e diretrizes. Estas práticas incluem (i) Abordar a transmissão do vírus, medidas de prevenção e tratamento de infeções virais como tema; (ii) Replicar as interações dos vírus com base em modelos reais; (iii) Incorporar o conteúdo de forma lúdica para ser transmitido implicitamente, entre outras.2023-03-30T09:36:16Z2022-12-07T00:00:00Z2022-12-07info:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisapplication/pdfhttp://hdl.handle.net/10773/36737engProença, Frederico Gonçalvesinfo:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2024-02-22T12:10:48Zoai:ria.ua.pt:10773/36737Portal AgregadorONGhttps://www.rcaap.pt/oai/openaireopendoar:71602024-03-20T03:07:26.475348Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãofalse |
dc.title.none.fl_str_mv |
Development of a digital game to raise young adults’ awareness of viral infections |
title |
Development of a digital game to raise young adults’ awareness of viral infections |
spellingShingle |
Development of a digital game to raise young adults’ awareness of viral infections Proença, Frederico Gonçalves Digital games Game-based learning Microbiology Situation awareness Viral infections |
title_short |
Development of a digital game to raise young adults’ awareness of viral infections |
title_full |
Development of a digital game to raise young adults’ awareness of viral infections |
title_fullStr |
Development of a digital game to raise young adults’ awareness of viral infections |
title_full_unstemmed |
Development of a digital game to raise young adults’ awareness of viral infections |
title_sort |
Development of a digital game to raise young adults’ awareness of viral infections |
author |
Proença, Frederico Gonçalves |
author_facet |
Proença, Frederico Gonçalves |
author_role |
author |
dc.contributor.author.fl_str_mv |
Proença, Frederico Gonçalves |
dc.subject.por.fl_str_mv |
Digital games Game-based learning Microbiology Situation awareness Viral infections |
topic |
Digital games Game-based learning Microbiology Situation awareness Viral infections |
description |
Emerging viral infections and risks posed to human health have led to an urgent need of having scientific, prompt, and appropriate in-time information during viral outbreaks. Since young adults have greater mobility and heterogeneity in daily contacts, raising awareness of viral infections in this age group is extremely important. Digital games have already been used as effective tools to encourage healthy behaviors. However, there is a general lack of knowledge in game design considerations to inform about viruses and raise players' awareness of viral outbreaks. Thus, exploring the use of digital games and design considerations to influence players' decision-making in daily routines to fight against viral infections and outbreaks seems to be not only important but also necessary. The purpose of this research is to formulate a set of best practices and guidelines for designing and developing virus-themed digital games to raise young adults' awareness of viral infections, their spread, and transmission. The Development Research method is applied, being subdivided into the following phases: (1) Definition of the game requirements based on the literature review and a three-round Delphi method with informed individuals in Microbiology and Game Design and Development (26 in the 1ˢᵗ round, 19 in the 2ⁿᵈ, and 14 in the 3ʳᵈ); (2) Development of the game Mutation Madness; and (3) Game evaluation involving 34 young adults aged between 18 and 35. The Mutation Madness game showed to be an effective learning strategy in raising awareness among young adults for viral infections – i.e., occurrences of mutations and variants, emphasizing the relevance of a set of practices and guidelines. These include (i) Addressing the transmission of the virus, measures to prevent and treat viral infections as a topic; (ii) Replicate virus interactions based on physical-life models; (iii) Incorporate the content in a playful way to be transmitted implicitly, among others. |
publishDate |
2022 |
dc.date.none.fl_str_mv |
2022-12-07T00:00:00Z 2022-12-07 2023-03-30T09:36:16Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/masterThesis |
format |
masterThesis |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10773/36737 |
url |
http://hdl.handle.net/10773/36737 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
repository.name.fl_str_mv |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) - Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
repository.mail.fl_str_mv |
|
_version_ |
1799137729377730560 |