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How Gameful Experience Affects Public Knowledge, Attitudes, and Practices Regarding COVID-19 Among the Taiwanese Public: Cross-sectional Study

机译:游戏体验如何影响关于台湾公众的Covid-19的公众知识,态度和实践:横断面研究

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Background 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. Objective 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. Methods An online survey was conducted through social networking services in Taiwan from May 6-28, 2020. Results 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. Conclusions 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.
机译:背景技术在2019年,随着河流扫过全球的Covid-19大流行,全世界的公共卫生系统面临严峻的挑战。在大流行,一个仿真游戏,瘟疫公司,受到大量关注。通过模拟病原体传播和疾病症状,这场比赛间接引起了对公共卫生问题的大众关注。目的反对这一背景,本研究调查了瘟疫公司的游戏经验是否间接影响了关于Covid-19的公众知识,态度和实践(KAP)。方法通过2020年5月6日至28日,通过台湾的社交网络服务进行了在线调查。结果共有486名受试者参加了本研究,其中276名(56.8%)扮演Plague Inc.这项研究有几个调查结果。首先,参与者扮演瘟疫公司的知识水平更高(P = .03,中位数7,IQR 7-8)和态度(P = .007,中位数8,IQR 7-8)比没有播放的参与者Plague Inc.(知识:中位数7,IQR 6-8;态度:中位数7,IQR 6-8)。其次,创意思维(ρ= .127,p = .04)之间存在显着的相关性和态度的主导(ρ= .122,p = .04)。最后,创意思维(ρ= .126,P& .001)之间存在显着相关性,以及实践中的优势(ρ= .119,p = .049)。结论严重的游戏突出了病原体传输的主题可能会增强关于Covid-19的公众知识和态度。此外,参与游戏经验的创造性思维和统治者可能是关于Covid-19的公共态度和实践的关键因素。应通过未来的实验研究进一步验证这些调查结果。

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