2023
DOI: 10.2196/41766
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Games in Times of a Pandemic: Structured Overview of COVID-19 Serious Games

Abstract: 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 ga… Show more

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Cited by 8 publications
(3 citation statements)
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“…Since its release in 2021, the game has received positive reviews in scientific evaluation of COVID-19 related games ( 2 , 3 ) from a national newspaper in Singapore ( 4 ) as well as from the public, such as online customers, YouTubers, and primary/secondary school and undergraduate students. Games such as Lockdown!…”
Section: Discussionmentioning
confidence: 99%
“…Since its release in 2021, the game has received positive reviews in scientific evaluation of COVID-19 related games ( 2 , 3 ) from a national newspaper in Singapore ( 4 ) as well as from the public, such as online customers, YouTubers, and primary/secondary school and undergraduate students. Games such as Lockdown!…”
Section: Discussionmentioning
confidence: 99%
“…An evidence-based approach to gamification considers its effectiveness to be dependent on the use of scientifically proven principles and tactics that can impact outcomes [44]. Optimistic results have been found in the integration of some of the newest technologies, as AI, virtual reality, and serious games are being increasingly used in several industries, such as the healthcare industry where there was a great effort concerning new technologies and research during the COVID-19 pandemic, yielding favorable outcomes for the treatment of various health conditions as well as for medical education and training [45][46][47]. Moreover, Schönbohm and Zhang [48] revealed the effectiveness of serious games in facilitating strategic decision-making in the context of the COVID-19 pandemic.…”
Section: Industry 50: Impact Of Emerging Technologies On Gamification...mentioning
confidence: 99%
“…In recent studies, the user-centered research perspective has gradually changed, and scholars are beginning to explore how to design long-range positive impacts to achieve users' long-term personal and social well-being. For example, Kermavnar has designed a serious game about COVID-19 knowledge to influence users' behaviors and attitudes through short-term experiences [7]. In a framework of artificial intelligence systems established by Maden to support community well-being, more attention is paid to influencing residents' happiness through community construction [8].…”
Section: Introductionmentioning
confidence: 99%