Peng Li-Hsun, Bai Ming-Han
Department of Creative Design, National Yunlin University of Science and Technology, Douliou, Yunlin, Taiwan.
Graduate School of Design, National Yunlin University of Science and Technology, Douliou, Yunlin, Taiwan.
JMIR Serious Games. 2021 Apr 6;9(2):e26216. doi: 10.2196/26216.
In 2019, with the COVID-19 pandemic sweeping across the globe, public health systems worldwide faced severe challenges. Amid the pandemic, one simulation game, Plague Inc., has received substantial attention. This game has indirectly drawn greater public attention to public health issues by simulating pathogen transmission and disease symptoms.
Against this backdrop, this research investigates whether the gameful experience of Plague Inc. has indirectly affected public knowledge, attitudes, and practices (KAP) regarding COVID-19.
An online survey was conducted through social networking services in Taiwan from May 6-28, 2020.
A total of 486 subjects participated in this study, of which 276 (56.8%) had played Plague Inc. This study had several findings. First, participants who had played Plague Inc. demonstrated higher levels of knowledge (P=.03, median 7, IQR 7-8) and attitudes (P=.007, median 8, IQR 7-8) than participants who had not played Plague Inc. (knowledge: median 7, IQR 6-8; attitude: median 7, IQR 6-8). Second, there was a significant correlation between creative thinking (ρ=.127, P=.04) and dominance (ρ=.122, P=.04) in attitude. Finally, there was a significant correlation between creative thinking (ρ=.126, P<.001) and dominance (ρ=.119, P=.049) in practice.
Serious games highlighting the theme of pathogen transmission may enhance public knowledge and attitudes regarding COVID-19. Furthermore, the creative thinking and dominance involved in gameful experiences may act as critical factors in public attitudes and practices regarding COVID-19. These findings should be further verified through experimental research in the future.
2019年,随着新冠疫情席卷全球,世界各地的公共卫生系统面临严峻挑战。在疫情期间,一款模拟游戏《瘟疫公司》受到了广泛关注。这款游戏通过模拟病原体传播和疾病症状,间接引起了公众对公共卫生问题的更多关注。
在此背景下,本研究调查了《瘟疫公司》的游戏体验是否间接影响了公众对新冠疫情的知识、态度和行为(KAP)。
于2020年5月6日至28日通过台湾的社交网络服务进行了一项在线调查。
共有486名受试者参与了本研究,其中276人(56.8%)玩过《瘟疫公司》。本研究有以下几项发现。首先,玩过《瘟疫公司》的参与者在知识水平(P=0.03,中位数7,四分位距7-8)和态度(P=0.007,中位数8,四分位距7-8)上高于未玩过该游戏的参与者(知识:中位数7,四分位距6-8;态度:中位数7,四分位距6-8)。其次,态度方面的创造性思维(ρ=0.127,P=0.04)与主导性(ρ=0.122,P=0.04)之间存在显著相关性。最后,行为方面的创造性思维(ρ=0.126,P<0.001)与主导性(ρ=0.119,P=0.049)之间存在显著相关性。
突出病原体传播主题的严肃游戏可能会增强公众对新冠疫情的知识和态度。此外,游戏体验中涉及的创造性思维和主导性可能是公众对新冠疫情态度和行为的关键因素。这些发现未来应通过实验研究进一步验证。