Mainetti Renato, Oliveri Serena, Gorini Alessandra, Cutica Ilaria, Pravettoni Gabriella, Borghese N Alberto
Applied Intelligent Systems Laboratory AISLab, Computer Science Dept. Università degli Studi di Milano, Milan, Italy.
Interdisciplinary Research Center on Decision Making Processes IRIDe and Dept. of Oncology and Hemato-Oncology Università degli Studi di Milano, Milan, Italy.
Stud Health Technol Inform. 2019;261:82-87.
The lowering costs of DNA sequencing and the diffusion of numerous Direct to Consumer Genetic Testing (DTC-GT) services have made genetic testing easily available to the general public who can buy them without any medical prescription or consultation. Nevertheless, the knowledge required to understand the provided results and their implications is still scarce in the general public. Starting from these considerations, we developed two mini-games and one serious game to increase people genetic literacy through experiential learning. The three games were tested for usability on a sample of 30 participants, 10 for each game, who were asked to report any positive or negative issue related to the games and to fulfill the Game Experience Questionnaire in order to evaluate their playing experience. Results from the three games show that players experienced moderate levels of immersion and flow, low levels of negative sensations, and a prevalence of positive emotions. In general, these encouraging results suggest that the proposed games are suitable to transmit genetic notions to the general public.
DNA测序成本的降低以及众多直接面向消费者的基因检测(DTC-GT)服务的普及,使得基因检测对于普通大众来说变得轻而易举,他们无需任何医学处方或咨询就能购买。然而,普通大众中仍缺乏理解所提供结果及其影响所需的知识。基于这些考虑,我们开发了两款小游戏和一款严肃游戏,通过体验式学习来提高人们的基因素养。这三款游戏在30名参与者的样本上进行了可用性测试,每个游戏10人,要求他们报告与游戏相关的任何正面或负面问题,并填写游戏体验问卷以评估他们的游戏体验。三款游戏的结果表明,玩家体验到了中等程度的沉浸感和心流,负面情绪水平较低,且积极情绪占主导。总体而言,这些令人鼓舞的结果表明,所提出的游戏适合向普通大众传播基因概念。