AUTHOR=Johnson-Glenberg Mina C. , Jehn Megan , Chung Cheng-Yu , Balanzat Don , Nieland Zavala Ricardo , Apostol Xavier , Rayan Jude , Taylor Hector , Kapadia Anoosh , Bartolomea Hannah TITLE=Interactive CovidCampus Simulation Game: Genesis, Design, and Outcomes JOURNAL=Frontiers in Communication VOLUME=6 YEAR=2021 URL=https://www.frontiersin.org/journals/communication/articles/10.3389/fcomm.2021.657756 DOI=10.3389/fcomm.2021.657756 ISSN=2297-900X ABSTRACT=

We explore how an AR simulation created by a multidisciplinary team evolved into a more interactive, student-centered learning game. The CovidCampus experience was designed to help college students understand how their decisions can affect their probability of infection throughout a day on campus. There were eight decision points throughout the day. Within group comparisons of immediate learning gains and self-reported behavioral changes were analyzed. Results revealed a significant increase in confidence in asking safety-related questions. Post-play, a significant majority of players listed new actions they would take to increase their safety; players were more agentic in their choices. This game allowed players to go back and replay with different choices, but only 7% chose to replay. Short, interactive desktop games may be an effective method for disseminating information about how to stay safer during a pandemic. The game appeared to positively change most players’ health behaviors related to mitigation of an infectious disease. Designers of interactive health games should strive to create multi-disciplinary teams, include constructs that allow players to agentically make decisions, and to compare outcomes over time.