Evidence map›Paper›PMID 40303800›Full record

ArticleTransboundary and emerging diseases2023

Developing a Video Game as an Awareness and Research Tool Based on SARS-CoV-2 Epidemiological Dynamics and Motivational Perspectives.

Alexis Messina, Michael Schyns, Björn-Olav Dozo, Vincent Denoël, Romain Van Hulle, Anne-Marie Etienne, Stéphanie Delroisse, Olivier Bruyère, Vincent D'Orio, Sébastien Fontaine and 10 more

Abstract read
In one paragraph

Article in Transboundary and emerging diseases, 2023. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 3 papers.

0numbers the graph read from it
0cells of the map it votes in
3citing papers in PubMed
–field-weighted citation impact
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

3 citing papers in PubMed.

  1. Article
  2. Article
  3. Article
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

20 authors.

Alexis MessinaDepartment of Culture Media and Communication, Faculty of Philosophy and Letters, Video Game Research Laboratory (Liège Game Lab), University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0003-1572-7758
Michael SchynsManagement School of the University of Liège, Digital Business Laboratory (SIG Lab), University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0002-9789-5335
Björn-Olav DozoDepartment of Culture Media and Communication, Faculty of Philosophy and Letters, Video Game Research Laboratory (Liège Game Lab), University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0002-8716-9014
Vincent DenoëlDepartment of Urban and Environmental Engineering, Faculty of Applied Sciences, University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0002-7256-1734
Romain Van HulleDepartment of Aerospace and Mechanical Engineering, Faculty of Applied Sciences, University of Liège, Liège, Belgium.
Anne-Marie EtienneDepartment of Psychology, Health Psychology, Faculty of Psychology Logopedics and Educational Sciences, University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0002-9497-1128
Stéphanie DelroisseDepartment of Psychology, Health Psychology, Faculty of Psychology Logopedics and Educational Sciences, University of Liège, Liège, Belgium.
Olivier BruyèreDepartment of Public Health Sciences, Faculty of Medicine, University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0003-4269-9393
Vincent D'OrioDepartment of Public Health Sciences, Faculty of Medicine, University of Liège, Liège, Belgium.
Sébastien FontaineDepartment of Social Sciences, Faculty of Social Sciences, University of Liège, Liège, Belgium.
Michèle GuillaumeDepartment of Public Health Sciences, Faculty of Medicine, University of Liège, Liège, Belgium.
Anne-Catherine LangeCenter for Data Collection and Analysis and Strategically Useful Information "RADIUS" of the University of Liège, University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0002-8220-4634
Gilles LouppeMontefiore Institute of Electrical Engineering and Computer Science, Faculty of Applied Sciences, University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0002-2082-3106
Fabienne MichelCenter for Data Collection and Analysis and Strategically Useful Information "RADIUS" of the University of Liège, University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0001-6067-2464
Anne-Sophie NyssenDepartment of Psychology, Ergonomics and Intervention at Work, Faculty of Psychology, Logopedics and Educational Sciences, University of Liège, Liège, Belgium.
Fabrice BureauDepartment of Functional Sciences, Faculty of Veterinary Medicine, University of Liège, Liège, Belgium.
Eric HaubrugeGembloux Agro-Bio Tech, Faculty of Life Sciences and Bioengineering of the University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0002-8138-0476
Anne-Françoise DonneauDepartment of Public Health Sciences, Faculty of Medicine, University of Liège, Liège, Belgium.
Laurent GilletFundamental and Applied Research for Animal and Health (FARAH) Center, Department of Infectious and Parasitic Diseases, Faculty of Veterinary Medicine, University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0002-1047-2525
Claude SaegermanFundamental and Applied Research for Animal and Health (FARAH) Center, Department of Infectious and Parasitic Diseases, Faculty of Veterinary Medicine, University of Liège, Liège, Belgium.ORCID https://orcid.org/0000-0001-9087-7436

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

In mid-2020, the University of Liège (ULiège, Belgium) commissioned the ULiège Video Game Research Laboratory (Liège Game Lab) and the AR/VR Lab of the HEC-Management School of ULiège to create a serious game to raise awareness of preventive measures for its university community. This project has its origins in two objectives of the institutional policy of ULiège in response to the crisis caused by SARS-CoV-2 to raise awareness among community members of various preventive actions that can reduce the spread of the virus and to inform about the emergence and progression of a pandemic. After almost two years of design, the project resulted in the creation of SARS Wars, a decision-making management game for browsers and smartphones. This article presents the creative process of the game, specifically the integration of an adapted SEIR (susceptible-exposed-infectious-recovered) model, as well as the modeling of intercompartmental circulation dynamics in the game's algorithm, and the various limitations observed regarding the game's original missions and possibilities for future work. The SARS-CoV-2 video game project may be considered an innovative way to translate epidemiology into a language that can be used in the scope of citizen sciences. On the one hand, it provides an engaging tool and encourages active participation of the audience. On the other hand, it allows us to have a better understanding of the dynamic changes of a pandemic or an epidemic (crisis preparedness, monitoring, and control) and to anticipate potential consequences in the given parameters at set time (emerging risk identification), while offering insights for impact on some parameters on motivation (social science aspect).

Indexed as

PandemicsVideo GamesAwarenessBelgiumCOVID-19HumansMotivationSARS-CoV-2

Identifiers

PMID40303800
PMCPMC12016957

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.