Igor W. S. Falcão, D. Souza, Fabiola Araujo, J. Fernandes, Y. Pires, D. Cardoso, Marcos C. R. Seruffo
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Usability and Cognitive Benefits of a Serious Game to Combat Aedes Aegypti Mosquito
The development of systems that aim to spread public information, for example, public awareness campaigns for spotting the signs and symptoms of infectious diseases and how to prevent them, should be addressed by human-computer interaction, or more specifically, by devising interfaces that have a high degree of usability or user-friendliness. This paper examines a serious game that aims at providing people with the means of preventing diseases transmitted by the Aedes aegypti mosquito. An empirical test with groups of users was carried out to validate and observe the benefits of the game. The first group answered some questions about the diseases and how to combat the Aedes aegypti proliferation without playing the game and the second group answered the same questions after having played the game. The results showed a significant increase in the knowledge of Aedes aegypti and the diseases transmitted by it. As well as seeking to play the game to spread information about this disease, the purpose of this study is to understand the user's experience by interacting with a serious game and assisting in the evaluation of the usability and the cognitive benefits of serious games.