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Plagues and people: engineering player participation and prevention in a virtual epidemic

Published:14 August 2017Publication History

ABSTRACT

In this paper, we report on the study of a new virtual epidemic called the Dragon Swooping Cough, a newly designed virus unleashed on the youth virtual world of Whyville.net in two stages during December 2015 and April 2016. Our overall goal in this study was to design experiential learning of infectious disease in a safe but epidemiologically and educationally sound way. The virtual virus targeted personal, social, and economic aspects of online life in Whyville in order to mirror real-world viruses and to trigger player emotions. Our analysis of pre/post surveys and online behavior log files for survey (N = 747) and non-survey (N = 3348) participants revealed that the virtual epidemic promoted participation, primarily through engagement in prevention against the virtual virus, that increased in the second outbreak. Furthermore, emotional engagement played an intriguing role in both behavioral and information-seeking behaviors. In the discussion we address what we learned about opportunities and challenges in designing a virtual epidemic for educational engagement.

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      cover image ACM Other conferences
      FDG '17: Proceedings of the 12th International Conference on the Foundations of Digital Games
      August 2017
      545 pages
      ISBN:9781450353199
      DOI:10.1145/3102071

      Copyright © 2017 ACM

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      Publication History

      • Published: 14 August 2017

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      FDG '17 Paper Acceptance Rate36of89submissions,40%Overall Acceptance Rate152of415submissions,37%

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