Designing the Virtual SPIKEY-20 Epidemic: Engaging Youth in Seeking Information and Using Personal Protection

Designing the Virtual SPIKEY-20 Epidemic: Engaging Youth in Seeking Information and Using Personal Protection
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设计虚拟 SPIKEY-20 流行病:让青少年寻求信息并使用个人防护

DOI:
10.1145/3459990.3465208
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发表时间:
2021
期刊:
Interaction Design and Children
影响因子:
--
通讯作者:
Tofel-Grehl, Colby
Tofel-Grehl, Colby
中科院分区:
--
文献类型:
--
作者:
Strawhacker, Amanda;Kafai, Yasmin;T. Giang, Michael;Fields, Deborah;Tofel-Grehl, Colby

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在本文中,我们分享了与现实中的COVID-19大流行具有可识别相似性的虚拟流行病的设计,以吸引儿童和青少年寻求有关疫情的信息并练习使用个人防护装备。在我们的研究中,我们试图在虚拟世界Whyville中创造一个安全的空间,让年轻人“玩”感染、无症状疾病传播、预防措施以及研究和报告公共卫生信息等严肃话题。我们检查了2020年10月和11月参与虚拟病毒SPIKEY-20爆发的1,022名年龄在10-18岁(平均= 13.7岁)的青少年的日志文件。通过分析日志文件,我们发现玩家在传染性疾病实践中的参与度有所增加,包括在虚拟流行病期间寻找信息以及购买和使用个人防护装备。在讨论中,我们讨论了虚拟流行病的潜力,为实践和学习如何有效地应对传染病提供了一个安全、有趣的空间,并在虚拟流行病和现实流行病之间建立了有希望的联系。
In this paper, we share the design of a virtual epidemic with recognizable similarities to the real-life COVID-19 pandemic in order to engage children and youth in seeking information about the outbreak and practicing usage of personal protection equipment. In our research we sought to create a safe space in the virtual world, Whyville, for youth to “play” with serious topics of infection, asymptomatic disease transmission, prevention measures, and research and reporting of public health information. We examined the logfiles of 1,022 youth aged 10-18 years (mean = 13.7 years) who participated in an outbreak of a virtual virus, SPIKEY-20, in October and November 2020. Analyzing log files, we found that player engagement in productive infectious disease practices increased, including information seeking as well as purchases and usage of personal protective equipment during the virtual epidemic. In the discussion, we address the potential for virtual epidemics to provide a safe, playful space to practice and learn how to productively confront infectious disease and build promising connections between virtual and real-life epidemics.
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