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Accepted for/Published in: JMIR Serious Games

Date Submitted: Dec 2, 2020
Date Accepted: Mar 13, 2021
Date Submitted to PubMed: Apr 7, 2021

The final, peer-reviewed published version of this preprint can be found here:

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

Peng LH, Bai MH

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

JMIR Serious Games 2021;9(2):e26216

DOI: 10.2196/26216

PMID: 33737262

PMCID: 8025917

How Gameful Experience Affect Public Knowledge, Attitudes and Practices Towards COVID-19 Among the Public in Taiwan: A Cross-Sectional Study

  • Li-Hsun Peng; 
  • Ming-Han Bai

ABSTRACT

Background:

In 2019, many places worldwide have been affected by global coronavirus (COVID-19) pandemic. Such an outbreak has led to a big impact on the worldwide healthcare system. The self-efficacy of the public is considered to be relevant to public health. During the COVID-19 epidemic, one simulation game, Plague Inc., has gained lots of attention. The game has indirectly drawn greater public attention to public health in teaching the propagation of contagious diseases.

Objective:

Therefore, this research aims to investigate whether the public's self-efficacy and the gamification experience of "Plague Inc." indirectly affect the public's knowledge, attitudes, and practices (KAP) regarding COVID-19.

Methods:

An online survey was distributed through social network services (SNS) targeting the interested individuals in Taiwan from May 6, 2020, to May 28, 2020. There were 486 participants in this study, 276 (56.8%) of whom have played "Plague Inc.".

Results:

Results indicated that the public's knowledge of COVID-19 has significant differences in education qualification, while the practice of COVID-19 has significant differences in occupations, which is also affected by self-efficacy. Concerning the public who has experienced playing Plague Inc., it has significant differences in knowledge and attitudes of COVID-19. Meanwhile, attitudes and practices towards COVID-19 are affected by creative thinking and domination.

Conclusions:

Finally, while facing the global epidemic, we should promote the hygiene practice of epidemic prevention and enhance the public's knowledge and attitudes towards public health using a gamified way.


 Citation

Please cite as:

Peng LH, Bai MH

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

JMIR Serious Games 2021;9(2):e26216

DOI: 10.2196/26216

PMID: 33737262

PMCID: 8025917

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