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    Rights statement: © ACM, 2021. This is the author's version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the ACM on Human-Computer Interaction, {VOL#, ISS#, (DATE)} http://doi.acm.org/10.1145/nnnnnn.nnnnnn

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Point of Contact: Investigating change in perception through a serious game for COVID-19 preventive measures

Research output: Contribution to journalJournal articlepeer-review

  • Joshua Hill
  • Edward Corke
  • Mubarak Salawu
  • Ethan Cotterell
  • Matthew Russell
  • Joshua Gibbons
  • Tianxiang Mu
  • Abe Karnik
Article number274
<mark>Journal publication date</mark>7/07/2021
<mark>Journal</mark>Proceedings of the ACM on Human-Computer Interaction
Issue numberCHI PLAY
Number of pages19
Publication StatusAccepted/In press
<mark>Original language</mark>English


COVID-19 exposed the need to identify newer tools to understand perception of information, behavioral conformance to instructions and model the effects of individual motivation and decisions on the success of measures being put in place. We approach this challenge through the lens of serious games. Serious games are designed to instruct and inform within the confines of their magic circle. We built a multiplayer serious game, Point of Contact (PoC), to investigate effects of a serious game on perception and behavior. We conducted a study with 23 participants to gauge perceptions of COVID-19 preventive measures and quantify the change after playing PoC. The results show a significant positive change to participants’ perceptions towards COVID-19 preventive measures, shifting perceptions towards following guidelines more strictly due to a greater awareness of how the virus spreads. We discuss these implications and the value of a serious game like PoC towards pandemic risk modelling at a microcosm level.