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, 5, CHI PLAY, September 2021 https://dl.acm.org/doi/10.1145/3474701
Accepted author manuscript, 625 KB, PDF document
Available under license: CC BY-NC: Creative Commons Attribution-NonCommercial 4.0 International License
Final published version
Research output: Contribution to Journal/Magazine › Journal article › peer-review
Research output: Contribution to Journal/Magazine › Journal article › peer-review
}
TY - JOUR
T1 - Point of Contact
T2 - Investigating change in perception through a serious game for COVID-19 preventive measures
AU - Hill, Joshua
AU - Corke, Edward
AU - Salawu, Mubarak
AU - Cotterell, Ethan
AU - Russell, Matthew
AU - Gibbons, Joshua
AU - Mu, Tianxiang
AU - Karnik, Abe
N1 - © 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, 5, CHI PLAY, September 2021 https://dl.acm.org/doi/10.1145/3474701
PY - 2021/9/30
Y1 - 2021/9/30
N2 - 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.
AB - 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.
KW - serious games
KW - game transfer phenomena
KW - covid-19
U2 - 10.1145/3474701
DO - 10.1145/3474701
M3 - Journal article
VL - 5
JO - Proceedings of the ACM on Human-Computer Interaction
JF - Proceedings of the ACM on Human-Computer Interaction
IS - CHI PLAY
M1 - 274
ER -