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Background Health rumors arbitrarily spread in mainstream social media on the internet. Health rumors emerged in China during the outbreak of COVID-19 in early 2020. Many midelders/elders (age over 40 years) who lived in Wuhan believed these rumors. Objective This study focused on designing a serious game as an experimental program to prevent and control health rumors. The focus of the study was explicitly on the context of the social networking service for midelders/elders. Methods This research involved 2 major parts: adopting the Transmission Control Protocol model for games and then, based on the model, designing a game named “Fight With Virus” as an experimental platform and developing a cognitive questionnaire with a 5-point Likert scale. The relevant variables for this experimental study were defined, and 10 hypotheses were proposed and tested with an empirical study. In total, 200 participants were selected for the experiments. By collecting relevant data in the experiments, we conducted statistical observations and comparative analysis to test whether the experimental hypotheses could be proved. Results We noted that compared to traditional media, serious games are more capable of inspiring interest in research participants toward their understanding of the knowledge and learning of health commonsense. In judging and recognizing the COVID-19 health rumor, the test group that used game education had a stronger ability regarding identification of the rumor and a higher accuracy rate of identification. Results showed that the more educated midelders/elders are, the more effective they are at using serious games. Conclusions Compared to traditional media, serious games can effectively improve midelders’/elders’ cognitive abilities while they face a health rumor. The gameplay effect is related to the individual’s age and educational background, while income and gender have no impact.
Background Health rumors arbitrarily spread in mainstream social media on the internet. Health rumors emerged in China during the outbreak of COVID-19 in early 2020. Many midelders/elders (age over 40 years) who lived in Wuhan believed these rumors. Objective This study focused on designing a serious game as an experimental program to prevent and control health rumors. The focus of the study was explicitly on the context of the social networking service for midelders/elders. Methods This research involved 2 major parts: adopting the Transmission Control Protocol model for games and then, based on the model, designing a game named “Fight With Virus” as an experimental platform and developing a cognitive questionnaire with a 5-point Likert scale. The relevant variables for this experimental study were defined, and 10 hypotheses were proposed and tested with an empirical study. In total, 200 participants were selected for the experiments. By collecting relevant data in the experiments, we conducted statistical observations and comparative analysis to test whether the experimental hypotheses could be proved. Results We noted that compared to traditional media, serious games are more capable of inspiring interest in research participants toward their understanding of the knowledge and learning of health commonsense. In judging and recognizing the COVID-19 health rumor, the test group that used game education had a stronger ability regarding identification of the rumor and a higher accuracy rate of identification. Results showed that the more educated midelders/elders are, the more effective they are at using serious games. Conclusions Compared to traditional media, serious games can effectively improve midelders’/elders’ cognitive abilities while they face a health rumor. The gameplay effect is related to the individual’s age and educational background, while income and gender have no impact.
BACKGROUND This paper concerns the health rumor that emerged during the outbreak of the Covid-19 in early 2020, China. A lot of elders who was living in Wuhan suffered from the Covid-19 rumor. OBJECTIVE In contrast to the previous researcher, who focused on a comparative study and analysis of variables for detecting and controlling health rumor propagation, this study focused on designing a serious game as an experimental program to prevent and control health rumor. The focus of the study was explicitly on the context of the Social Networking Service (SNS) for elderly users. coronavirus. METHODS This method involves two major parts: adopting the TCP model for the games and developing the 5-point Lickert scale of cognitive questionnaires. The relevant variables of the experimental study were defined, and several hypotheses were proposed. Two hundred experimental subjects are selected to participate in the experiments. Through collecting relevant data in the experiments, statistical observations and comparative analysis are conducted to test whether the experimental hypothesis can be established. RESULTS In addition, the comparison and analysis consider the influence factors for the judgment and recognition of health rumor identified. Finally, the implications of the findings were discussed while future work was outlined. In this paper, we propose 10 hypothesis and test them by empirical study. It is notice that serious games is more capable of inspiring the interest of the research subjects in their understanding of the knowledge and learning of health commonsense than the traditional media. In judging and recognizing COVID-19 health rumor, the test group that use game education is stronger than another, in identifying rumors involved, and the accuracy rate of identifying health rumor of COVID-19 is higher. CONCLUSIONS Compared with the traditional media, the serious game can improve the elders' cognitive abilities effectively while they faced the health rumor, and the game play effect is related to the elder's age and educational background, contrary the income and gender variables make no impact.
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