Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                
skip to main content
10.1145/3506469.3506471acmotherconferencesArticle/Chapter ViewAbstractPublication PagesindiahciConference Proceedingsconference-collections
research-article

GOVID: Repurposing Serious Game for Enterprise COVID-19 Awareness

Published: 25 February 2022 Publication History
  • Get Citation Alerts
  • Abstract

    Along with the COVID-19 pandemic came another major threat of pandemic-related misinformation spreading across social media. It has affected all walks of life, not sparing employees of organizations as well. As an employee awareness measure to reduce the misinformation and panic, we developed a serious game to train various do's and don'ts of the pandemic. We chose an enterprise awareness game Phishy, having a ‘survival’ theme, and suitably repurposed it to create COVID-19 awareness game Govid. Appropriate modifications were made to the original game so that there is synergy between the new game story and the learning content. Repurposing greatly reduced the development time, which helped us to develop and deploy the game within just seven days. Govid was played by 2,372 employees of our organization. Using a pre-test and post-test method, we observed that Govid participants had a correctness percentage of 95.6% in answering COVID-19-related questions after playing the game. Our results show that a repurposed game with an engaging gameplay coupled with appropriate learning content shows positive results in the learning outcome. With this, we present an early investigation of the effectiveness of repurposed serious games for an enterprise context.

    Supplementary Material

    MP4 File (GOVID.mp4)
    Supplemental video

    References

    [1]
    Pazzanese, Christina. 2020. Battling the ‘pandemic of misinformation’. Retrieved from https://news.harvard.edu/gazette/story/2020/05/social-media-used-to-spread-create-covid-19-falsehoods/
    [2]
    Kok Xinghui, This Week In Asia, 2020. Garlic won't keep the coronavirus at bay. Retrieved from https://www.scmp.com/week-asia/health-environment/article/3049261/garlic-cant-keep-coronavirus-bay-neither-will
    [3]
    McKinsey and Company. 2020. COVID-19: Implications for business. Retrieved from https://www.mckinsey.com/business-functions/risk/our-insights/covid-19-implications-for-business#
    [4]
    Protopsaltis, A., Panzoli, D., Dunwell, I., & de Freitas, S. (2010). Repurposing serious games in health care education. In XII Mediterranean Conference on Medical and Biological Engineering and Computing 2010 (pp. 963-966). Springer, Berlin, Heidelberg.
    [5]
    WHO. 2020. Awareness is key to flattening the COVID-19 curve in Iraq. Retrieved from https://reliefweb.int/report/iraq/awareness-key-flattening-covid-19-curve-iraq-enar
    [6]
    WHO. 2020. Coronavirus disease (COVID-19) training: Online training. Retrieved from https://www.who.int/emergencies/diseases/novel-coronavirus-2019/training/online-training
    [7]
    UAB. 2020. COVID-19: Basic Safety & Awareness Course. Retrieved from https://www.uab.edu/coronavirus/reentry/covid-19-basic-safety-awareness-course
    [8]
    Hossain, M. S., Rahman, M. A., & El Saddik, A. (2004, May). A framework for repurposing multimedia content. In Canadian Conference on Electrical and Computer Engineering 2004 (IEEE Cat. No. 04CH37513) (Vol. 2, pp. 971-974). IEEE.
    [9]
    United States Department of Labor. 2020. COVID-19 Control and Prevention. Retrieved from https://www.osha.gov/SLTC/covid-19/controlprevention.html
    [10]
    Protopsaltis, A., Auneau, L., Dunwell, I., de Freitas, S., Petridis, P., Arnab, S., & Hendrix, M. (2011, October). Scenario-based serious games repurposing. In Proceedings of the 29th ACM international conference on Design of communication (pp. 37-44).
    [11]
    Anastasiadis, T., Lampropoulos, G., & Siakas, K. (2018). Digital Game-based Learning and Serious Games in Education. International Journal of Advances in Scientific Research and Engineering, 4(12), 139-144.
    [12]
    Singh, G. (2004). Guest editor's introduction: Content repurposing. IEEE MultiMedia, 11(1), 20-21.
    [13]
    Zaka, B., Kulathuramaiyer, N., Balke, W. T., & Maurer, H. (2008, November). Topic-centered aggregation of presentations for learning object repurposing. In E-Learn: World Conference on E-Learning in Corporate, Government, Healthcare, and Higher Education (pp. 3335-3342). Association for the Advancement of Computing in Education (AACE).
    [14]
    Jayakrishnan, G. C., Sirigireddy, G. R., Vaddepalli, S., Banahatti, V., Lodha, S. P., & Pandit, S. S. (2020). Passworld: A Serious Game to Promote Password Awareness and Diversity in an Enterprise. In Sixteenth Symposium on Usable Privacy and Security ({SOUPS} 2020) (pp. 1-18).
    [15]
    Bellotti, F., Ott, M., Arnab, S., Berta, R., de Freitas, S., Kiili, K. and De Gloria, A., 2011, October. Designing serious games for education: from pedagogical principles to game mechanisms. In Proceedings of the 5th European Conference on Games Based Learning. University of Athens, Greece (pp. 26-34).
    [16]
    Kalkman, Cor J. "Serious play in the virtual world: can we use games to train young doctors?." Journal of graduate medical education 4.1 (2012): 11-13.
    [17]
    Ribeiro, Claudia, "Serious games in formal medical education: An experimental study." 2013 5th International Conference on Games and Virtual Worlds for Serious Applications (VS-GAMES). IEEE, 2013.
    [18]
    Sheng, Steve, Bryant Magnien, Ponnurangam Kumaraguru, Alessandro Acquisti, Lorrie Faith Cranor, Jason Hong, and Elizabeth Nunge. "Anti-phishing phil: the design and evaluation of a game that teaches people not to fall for phish." In Proceedings of the 3rd symposium on Usable privacy and security, pp. 88-99. ACM, 2007.
    [19]
    CJ, Gokul., Pandit, S., Vaddepalli, S., Tupsamudre, H., Banahatti, V., & Lodha, S. (2018, October). Phishy-a serious game to train enterprise users on phishing awareness. In Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts (pp. 169-181).
    [20]
    WHO. 2020. Can eating garlic help prevent infection with the new coronavirus? Retrieved from https://www.who.int/docs/default-source/searo/bangladesh/2019-ncov/addressing-myths-and-rumours.pdf?sfvrsn=bce09b3e_4
    [21]
    I. Elaine Allen and Christopher A. Seaman. 2007. Likert Scales and Data Analyses. July 2007. Retrieved February 19, 2020 from http://rube.asq.org/quality-progress/2007/07/statistics/likert-scales-and-data-analyses.html
    [22]
    Seitz, Tobias, and Heinrich Hussmann. "PASDJO: quantifying password strength perceptions with an online game." Proceedings of the 29th Australian Conference on Computer-Human Interaction. ACM, 2017.
    [23]
    Tupsamudre, Harshal, Rahul Wasnik, Shubhankar Biswas, Sankalp Pandit, Sukanya Vaddepalli, Aishwarya Shinde, C. J. Gokul, Vijayanand Banahatti, and Sachin Lodha. "GAP: A Game for Improving Awareness About Passwords." In Joint International Conference on Serious Games, pp. 66-78. Springer, Cham, 2018.
    [24]
    Giannakas, Filippos, Georgios Kambourakis, and Stefanos Gritzalis. "Cyberaware: A mobile game-based app for cybersecurity education and awareness." Interactive Mobile Communication Technologies and Learning (IMCL), International Conference on. IEEE. 2015.
    [25]
    Bellotti, F., Berta, R., De Gloria, A., D'ursi, A., & Fiore, V. (2013). A serious game model for cultural heritage. Journal on Computing and Cultural Heritage (JOCCH), 5(4), 1-27.
    [26]
    Phaser Library website, retrieved on April 7, 2020 from https://phaser.io/ Conference Name:ACM Woodstock conference
    [27]
    Qazi, A., Qazi, J., Naseer, K., Zeeshan, M., Hardaker, G., Maitama, J. Z., & Haruna, K. (2020). Analyzing situational awareness through public opinion to predict adoption of social distancing amid pandemic COVID‐19. Journal of medical virology.
    [28]
    Annetta, Leonard A. "The “I's” have it: A framework for serious educational game design." Review of General Psychology 14.2 (2010): 105.
    [29]
    Krathwohl, David R. "A revision of Bloom's taxonomy: An overview." Theory into practice 41.4 (2002): 212-218.
    [30]
    Thompson, Michael, and Cynthia Irvine. "Active learning with the CyberCIEGE video game." (2011)
    [31]
    Modi, P. D., Nair, G., Uppe, A., Modi, J., Tuppekar, B., Gharpure, A. S., & Langade, D. (2020). COVID-19 awareness among healthcare students and professionals in Mumbai met-ropolitan region: a questionnaire-based survey. Cureus, 12(4).
    [32]
    Bamidis, P. D., Kaldoudi, E., & Pattichis, C. (2009, October). mEducator: a best practice network for repurposing and sharing medical educational multi-type content. In Working Conference on Virtual Enterprises (pp. 769-776). Springer, Berlin, Heidelberg.
    [33]
    Bateman, Chris. "Implicit game aesthetics." Games and Culture 10.4 (2015): 389-411.
    [34]
    Reid, Samantha, and Steven Downing. "Survival themed video games and cultural constructs of power." Loading... 11.18 (2018).
    [35]
    Alvarez, Julian, and Damien Djaouti. "An introduction to Serious game Definitions and concepts." Serious Games & Simulation for Risks Management 11.1 (2011): 11-15.
    [36]
    Chen, Sande, and David Michael. "Proof of learning: Assessment in serious games." Retrieved October 17 (2005): 2008.
    [37]
    Winn, Brian M. "The design, play, and experience framework." Handbook of research on effective electronic gaming in education. IGI Global, 2009. 1010-1024.
    [38]
    Athavale, Sandeep, and Girish Dalvi. "Discovering Strategies for Design of Purposeful Games—A Preliminary Study." Research into Design for a Connected World. Springer, Singapore, 2019. 63-74.

    Cited By

    View all
    • (2024)RePresent: Enabling Access to Justice for Pro Se Litigants via Co-Authored Serious GamesProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661632(3225-3242)Online publication date: 1-Jul-2024
    • (2024)InfecBlock: Investigating the Effects of a Tower-Defense Serious Game for Increasing Epidemic-Related Health LiteracyInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2375694(1-16)Online publication date: 11-Jul-2024
    • (2023)Games in Times of a Pandemic: Structured Overview of COVID-19 Serious GamesJMIR Serious Games10.2196/4176611(e41766)Online publication date: 7-Mar-2023
    • Show More Cited By

    Recommendations

    Comments

    Information & Contributors

    Information

    Published In

    cover image ACM Other conferences
    IndiaHCI '21: Proceedings of the 12th Indian Conference on Human-Computer Interaction
    November 2021
    155 pages
    ISBN:9781450396073
    DOI:10.1145/3506469
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

    Publisher

    Association for Computing Machinery

    New York, NY, United States

    Publication History

    Published: 25 February 2022

    Permissions

    Request permissions for this article.

    Check for updates

    Author Tags

    1. Awareness
    2. COVID-19
    3. Game template
    4. Repurposing
    5. Serious games
    6. Social Distancing

    Qualifiers

    • Research-article
    • Research
    • Refereed limited

    Conference

    India HCI 2021
    India HCI 2021: India HCI 2021
    November 19 - 21, 2021
    Virtual Event, India

    Acceptance Rates

    Overall Acceptance Rate 33 of 93 submissions, 35%

    Contributors

    Other Metrics

    Bibliometrics & Citations

    Bibliometrics

    Article Metrics

    • Downloads (Last 12 months)25
    • Downloads (Last 6 weeks)1
    Reflects downloads up to 11 Aug 2024

    Other Metrics

    Citations

    Cited By

    View all
    • (2024)RePresent: Enabling Access to Justice for Pro Se Litigants via Co-Authored Serious GamesProceedings of the 2024 ACM Designing Interactive Systems Conference10.1145/3643834.3661632(3225-3242)Online publication date: 1-Jul-2024
    • (2024)InfecBlock: Investigating the Effects of a Tower-Defense Serious Game for Increasing Epidemic-Related Health LiteracyInternational Journal of Human–Computer Interaction10.1080/10447318.2024.2375694(1-16)Online publication date: 11-Jul-2024
    • (2023)Games in Times of a Pandemic: Structured Overview of COVID-19 Serious GamesJMIR Serious Games10.2196/4176611(e41766)Online publication date: 7-Mar-2023
    • (2023)Future Directions in Games for Serious Contexts: A Conversation About TransferabilitySoftware Engineering for Games in Serious Contexts10.1007/978-3-031-33338-5_7(137-153)Online publication date: 22-Sep-2023

    View Options

    Get Access

    Login options

    View options

    PDF

    View or Download as a PDF file.

    PDF

    eReader

    View online with eReader.

    eReader

    HTML Format

    View this article in HTML Format.

    HTML Format

    Media

    Figures

    Other

    Tables

    Share

    Share

    Share this Publication link

    Share on social media