Design, development and usability test of serious games related to genetics

R. Mainetti, S. Oliveri, I. Cutica, A. Gorini, Silvia Gaspardo, N. A. Borghese, G. Pravettoni
{"title":"Design, development and usability test of serious games related to genetics","authors":"R. Mainetti, S. Oliveri, I. Cutica, A. Gorini, Silvia Gaspardo, N. A. Borghese, G. Pravettoni","doi":"10.1109/SeGAH.2018.8401344","DOIUrl":null,"url":null,"abstract":"Technological progresses and lower DNA sequencing costs have made genetic testing more and more accessible to the general public. However, this progress does not reflect an increased literacy on genetics in lay people. For this reason the authors has developed a suite of three serious games to educate people on genetic issues and tested them for playability. The playability testing was conducted with a convenience sample of 30 participants, subdivided into 3 equal groups and randomly assigned to each game. Participants were asked to report any problem or negative issue they found during the play and to complete the Games Experience Questionnaire. Results showed some usability issues, mainly related to the lack of intuition and immediacy in the use of some commands. Overall participants experienced moderate levels of immersion and flow for the serious games (not designed to be immersive rather than educational), low levels of negative feelings such as annoyance and frustration and prevalence of positive emotions. Results imply that, with the aim to guarantee games effectiveness and efficacy, the game should be more intuitive and improve their correspondence between the commands and the in-game tasks to achieve the goals. Furthermore they have the right level of immersion and flow, which allow the balance between fun and investment of cognitive resources to learn genetic contents.","PeriodicalId":299252,"journal":{"name":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2018-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"4","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"2018 IEEE 6th International Conference on Serious Games and Applications for Health (SeGAH)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SeGAH.2018.8401344","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 4

Abstract

Technological progresses and lower DNA sequencing costs have made genetic testing more and more accessible to the general public. However, this progress does not reflect an increased literacy on genetics in lay people. For this reason the authors has developed a suite of three serious games to educate people on genetic issues and tested them for playability. The playability testing was conducted with a convenience sample of 30 participants, subdivided into 3 equal groups and randomly assigned to each game. Participants were asked to report any problem or negative issue they found during the play and to complete the Games Experience Questionnaire. Results showed some usability issues, mainly related to the lack of intuition and immediacy in the use of some commands. Overall participants experienced moderate levels of immersion and flow for the serious games (not designed to be immersive rather than educational), low levels of negative feelings such as annoyance and frustration and prevalence of positive emotions. Results imply that, with the aim to guarantee games effectiveness and efficacy, the game should be more intuitive and improve their correspondence between the commands and the in-game tasks to achieve the goals. Furthermore they have the right level of immersion and flow, which allow the balance between fun and investment of cognitive resources to learn genetic contents.
与基因相关的严肃游戏的设计、开发和可用性测试
技术的进步和DNA测序成本的降低使得基因检测越来越容易为大众所接受。然而,这一进展并不能反映出外行人对遗传学知识的了解有所增加。出于这个原因,作者开发了一套三款严肃的游戏来教育人们关于基因问题,并测试它们的可玩性。可玩性测试是在30名参与者的便利样本中进行的,他们被分成3个相等的小组,随机分配到每个游戏中。参与者被要求报告他们在游戏过程中发现的任何问题或负面问题,并完成游戏体验问卷。结果显示了一些可用性问题,主要与使用某些命令缺乏直觉和即时性有关。总体而言,参与者在严肃游戏中体验到中等程度的沉浸感和心流(游戏邦注:游戏设计的目的不是沉浸感,而是教育性的),低水平的负面情绪,如烦恼和沮丧,以及普遍存在的积极情绪。结果表明,为了保证游戏的有效性和有效性,游戏应该更加直观,提高命令与游戏内任务之间的对应关系,以实现目标。此外,它们具有适当的沉浸感和心流,能够平衡乐趣和学习遗传内容的认知资源投入。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信