skip to main content
10.1145/3462204.3482891acmconferencesArticle/Chapter ViewAbstractPublication PagescscwConference Proceedingsconference-collections
short-paper

SurviveCovid-19++ : A collaborative healthcare game towards educating people about safety measures for Covid-19

Published: 23 October 2021 Publication History

Abstract

The potential of collaborative games, especially in the healthcare domain could be leveraged in educating people about the Covid-19 pandemic that requires collaborative efforts from people with varied professional backgrounds. We present SurviveCovid-19++, a collaborative multiplayer desktop based game, to educate people about responsibilities of citizens with varied professional backgrounds, and emphasize on the need for collaboration to fight against the pandemic, by following safety measures. The game revolves around four roles delivering their duties, by following safety measures and collaboratively clearing multiple stages in the game. We evaluated the game through a qualitative and quantitative user survey, that presented encouraging results, with volunteers expressing increased empathy towards efforts of individuals with varied professional backgrounds, and better understanding of the importance of safety measures against Covid-19. We see that this work could provide insights to the CSCW audience on using collaborative games towards bringing awareness in the context of pandemics.

References

[1]
Muhammad S AL-Qurishi, Mohamed A Mostafa, Mabrook S Alrakhami, and Atif M Alamri. 2014. StarsRace: A mobile collaborative seriuos game for obesity. In 2014 IEEE International Conference on Multimedia and Expo Workshops (ICMEW). IEEE, 1–5.
[2]
Sultan A Alharthi, George E Raptis, Christina Katsini, Igor Dolgov, Lennart E Nacke, and Zachary O Toups. 2018. Toward understanding the effects of cognitive styles on collaboration in multiplayer games. In Companion of the 2018 ACM Conference on Computer Supported Cooperative Work and Social Computing. 169–172.
[3]
Shoaleh Bigdeli and David Kaufman. 2017. Digital games in medical education: Key terms, concepts, and definitions. Medical journal of the Islamic Republic of Iran 31 (2017), 52.
[4]
Diego Buchinger and Marcelo da Silva Hounsell. 2018. Guidelines for designing and using collaborative-competitive serious games. Computers & Education 118 (2018), 133–149.
[5]
Chiranjib Chakraborty, Ashish Ranjan Sharma, Garima Sharma, Manojit Bhattacharya, Rudra P Saha, and Sang-Soo Lee. 2020. Extensive partnership, collaboration, and teamwork is required to stop the COVID-19 outbreak. Archives of medical research 51, 7 (2020), 728–730.
[6]
Shao-Yi Cheng, C Jason Wang, April Chiung-Tao Shen, and Shan-Chwen Chang. 2020. How to safely reopen colleges and universities during COVID-19: experiences from Taiwan. Annals of Internal Medicine 173, 8 (2020), 638–641.
[7]
Adeline Cooney and Eamon Darcy. 2020. ‘It was fun’: Exploring the pedagogical value of collaborative educational games. Journal of University Teaching & Learning Practice 17, 3 (2020), 4.
[8]
Sara De Freitas. 2018. Are games effective learning tools? A review of educational games. Journal of Educational Technology & Society 21, 2 (2018), 74–84.
[9]
Guido Forni and Alberto Mantovani. 2021. COVID-19 vaccines: where we stand and challenges ahead. Cell Death & Differentiation 28, 2 (2021), 626–639.
[10]
Juliano De Souza Gaspar, Eura Martins Lage, Fernando José Da Silva, Érico Mineiro, Isaias José Ramos De Oliveira, Igor Oliveira, Rayner Guilherme De Souza, Juan Rodrigues Oliveira Gusmão, Camila Fernanda Donadoni De Souza, and Zilma Silveira Nogueira Reis. 2020. A mobile serious game about the pandemic (COVID-19-Did You Know?): Design and evaluation study. JMIR serious games 8, 4 (2020), e25226.
[11]
Maurits Graafland and Marlies Schijven. 2018. How serious games will improve healthcare. In Digital Health. Springer, 139–157.
[12]
MP Jacob Habgood and Shaaron E Ainsworth. 2011. Motivating children to learn effectively: Exploring the value of intrinsic integration in educational games. The Journal of the Learning Sciences 20, 2 (2011), 169–206.
[13]
Andreas Hannig, Nicole Kuth, Monika Özman, Stephan Jonas, and Cord Spreckelsen. 2012. eMedOffice: A web-based collaborative serious game for teaching optimal design of a medical practice. BMC medical education 12, 1 (2012), 1–15.
[14]
Constance M Johnson, Steve McIlwain, Oliver Gray, Bradley Willson, and Allison Vorderstrasse. 2017. Creating a sustainable collaborative consumer health application for chronic disease self-management. Journal of biomedical informatics 71 (2017), 198–206.
[15]
Majid Hassan Khan and Harekrishna Yadav. 2020. Sanitization During and After COVID-19 Pandemic: A Short Review. Transactions of the Indian National Academy of Engineering (2020), 1–11.
[16]
Nicole Lurie, Melanie Saville, Richard Hatchett, and Jane Halton. 2020. Developing Covid-19 vaccines at pandemic speed. New England Journal of Medicine 382, 21 (2020), 1969–1973.
[17]
Doug McConnell. 2020. Balancing the duty to treat with the duty to family in the context of the COVID-19 pandemic. Journal of medical ethics 46, 6 (2020), 360–363.
[18]
Giani Petri, C Gresse von Wangenheim, and Adriano Ferretti Borgatto. 2016. MEEGA+: an evolution of a model for the evaluation of educational games. INCoD/GQS 3(2016), 1–40.
[19]
Konstantinos Sfikas and Antonios Liapis. 2020. Collaborative agent gameplay in the pandemic board game. In International Conference on the Foundations of Digital Games. 1–11.
[20]
Han-Yu Sung and Gwo-Jen Hwang. 2013. A collaborative game-based learning approach to improving students’ learning performance in science courses. Computers & education 63 (2013), 43–51.
[21]
Benjamin YQ Tan, Abhiram Kanneganti, Lucas JH Lim, Melanie Tan, Ying Xian Chua, Lifeng Tan, Ching Hui Sia, Max Denning, Ee Teng Goh, Sanjay Purkayastha, 2020. Burnout and Associated Factors Among Health Care Workers in Singapore During the COVID-19 Pandemic. Journal of the American Medical Directors Association 21, 12(2020), 1751–1758.
[22]
Akhila Sri Manasa Venigalla, Dheeraj Vagavolu, and Sridhar Chimalakonda. 2020. SurviveCovid-19–A Game for Improving Awareness of Social Distancing and Health Measures for Covid-19 Pandemic. arXiv preprint arXiv:2004.09759(2020).
[23]
Jun Wen, Wei Wang, Metin Kozak, Xinyi Liu, and Haifeng Hou. 2020. Many brains are better than one: The importance of interdisciplinary studies on COVID-19 in and beyond tourism. Tourism Recreation Research(2020), 1–4.

Cited By

View all
  • (2024)Using Gaming to Promote Vaccination Among Youth: A Systematic ReviewSAGE Open Nursing10.1177/2377960824125699810Online publication date: 29-May-2024
  • (2024)Cutting through the noise to motivate people: A comprehensive analysis of COVID-19 social media posts de/motivating vaccinationNatural Language Processing Journal10.1016/j.nlp.2024.1000858(100085)Online publication date: Sep-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 Conferences
CSCW '21 Companion: Companion Publication of the 2021 Conference on Computer Supported Cooperative Work and Social Computing
October 2021
370 pages
ISBN:9781450384797
DOI:10.1145/3462204
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]

Sponsors

Publisher

Association for Computing Machinery

New York, NY, United States

Publication History

Published: 23 October 2021

Permissions

Request permissions for this article.

Check for updates

Author Tags

  1. Collaborative Game
  2. Covid-19
  3. Education
  4. Empathy
  5. Safety Measures

Qualifiers

  • Short-paper
  • Research
  • Refereed limited

Funding Sources

  • Richard Lounsbery Foundation

Conference

CSCW '21
Sponsor:

Acceptance Rates

Overall Acceptance Rate 2,235 of 8,521 submissions, 26%

Upcoming Conference

CSCW '25

Contributors

Other Metrics

Bibliometrics & Citations

Bibliometrics

Article Metrics

  • Downloads (Last 12 months)15
  • Downloads (Last 6 weeks)2
Reflects downloads up to 15 Feb 2025

Other Metrics

Citations

Cited By

View all
  • (2024)Using Gaming to Promote Vaccination Among Youth: A Systematic ReviewSAGE Open Nursing10.1177/2377960824125699810Online publication date: 29-May-2024
  • (2024)Cutting through the noise to motivate people: A comprehensive analysis of COVID-19 social media posts de/motivating vaccinationNatural Language Processing Journal10.1016/j.nlp.2024.1000858(100085)Online publication date: Sep-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
  • (2022)Exploring the Impacts of COVID-19 on Digital and Metaverse GamesHCI International 2022 Posters10.1007/978-3-031-06391-6_69(561-565)Online publication date: 16-Jun-2022

View Options

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

Figures

Tables

Media

Share

Share

Share this Publication link

Share on social media