Evidence map›Paper›PMID 38407954›Full record

ArticleJMIR serious games2024

A Serious Game ("Fight With Virus") for Preventing COVID-19 Health Rumors: Development and Experimental Study.

Shuo Xiong, Long Zuo, Qiwei Chen, Zhang Zeliang, Mohd Nor Akmal Khalid

Open access · goldAbstract read
In one paragraph

Article in JMIR serious games, 2024. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 2 papers, 2 of them syntheses that pooled it.

0numbers the graph read from it
0cells of the map it votes in
2citing papers in PubMed, 2 pooled it
10.5field-weighted citation impact, top 2% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

2 citing papers in PubMed, 2 syntheses or guidelines pooled it, 5 citations in OpenAlex.

  1. Pooled it
  2. Pooled it
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors at 4 institutions in 3 countries.

Shuo XiongPhilosophy and Social Sciences Laboratory of Big Data and National Communication Strategy, Huazhong University of Science and Technology, Wuhan, China.ORCID https://orcid.org/0000-0003-0531-9179
Long Zuo *School of Information Engineering, Chang'an University, Xi'an, China.ORCID https://orcid.org/0000-0002-0042-2217
Qiwei ChenSchool of Journalism and Information Communication, Huazhong University of Science and Technology, Wuhan, China.ORCID https://orcid.org/0009-0009-8642-494X
Zhang ZeliangSchool of Information Science, Japan Advanced Institute of Science and Technology, Ishikawa, Japan.ORCID https://orcid.org/0000-0003-0329-8693
Mohd Nor Akmal KhalidSchool of Information Science, Japan Advanced Institute of Science and Technology, Ishikawa, Japan.ORCID https://orcid.org/0000-0002-7909-8869
Huazhong University of Science and Technology · CNChang'an University · CNJapan Advanced Institute of Science and Technology · JPUniversiti Sains Malaysia · MY

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

backgroundHealth rumors arbitrarily spread in mainstream social media on the internet. Health rumors emerged in China during the outbreak of COVID-19 in early 2020. Many midelders/elders (age over 40 years) who lived in Wuhan believed these rumors.

objectiveThis study focused on designing a serious game as an experimental program to prevent and control health rumors. The focus of the study was explicitly on the context of the social networking service for midelders/elders.

methodsThis research involved 2 major parts: adopting the Transmission Control Protocol model for games and then, based on the model, designing a game named "Fight With Virus" as an experimental platform and developing a cognitive questionnaire with a 5-point Likert scale. The relevant variables for this experimental study were defined, and 10 hypotheses were proposed and tested with an empirical study. In total, 200 participants were selected for the experiments. By collecting relevant data in the experiments, we conducted statistical observations and comparative analysis to test whether the experimental hypotheses could be proved.

resultsWe noted that compared to traditional media, serious games are more capable of inspiring interest in research participants toward their understanding of the knowledge and learning of health commonsense. In judging and recognizing the COVID-19 health rumor, the test group that used game education had a stronger ability regarding identification of the rumor and a higher accuracy rate of identification. Results showed that the more educated midelders/elders are, the more effective they are at using serious games.

conclusionsCompared to traditional media, serious games can effectively improve midelders'/elders' cognitive abilities while they face a health rumor. The gameplay effect is related to the individual's age and educational background, while income and gender have no impact.

Indexed as

COVID-19disinformationelderfalse informationgame communicationgame TCP modelgaminghealth communicationhealth rumormisinformationolder adultrumorserious gameTransmission Control Protocol

Identifiers

PMID38407954
PMCPMC10936928
OpenAlexW4390453800

What OpenQuestion holds

Textmetadata
LicenceCC BY
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.