Please use this identifier to cite or link to this item: http://hdl.handle.net/10773/37912
Full metadata record
DC FieldValueLanguage
dc.contributor.authorCosta, Liliana Valept_PT
dc.contributor.authorProença, Fredericopt_PT
dc.contributor.authorPassos, Anapt_PT
dc.contributor.authorZagalo, Nelsonpt_PT
dc.contributor.authorNogueira, Teresapt_PT
dc.contributor.authorDuarte, Margaridapt_PT
dc.contributor.authorOrtet, Cláudiapt_PT
dc.contributor.authorVeloso, Anapt_PT
dc.date.accessioned2023-05-26T18:01:55Z-
dc.date.available2023-05-26T18:01:55Z-
dc.date.issued2023-04-14-
dc.identifier.isbn978-94-0149-676XX-
dc.identifier.urihttp://hdl.handle.net/10773/37912-
dc.description.abstractMedia trust has been one of the greatest societal challenges given viral outbreaks within a new media landscape, amplifying fear-inducing measures, and information avoidance. Although some research has been carried out on the media (mis)use to inform about viral infections, there has been general lack of information on media design to create this awareness. The purpose of this paper is to contribute to establishing practices to develop virus epidemiologic-themed digital games to raise awareness for viral infections in young adults. Using a qualitative development research involving twenty-six informed individuals in microbiology and game design and thirty-four young adults aged between 18 and 35, a set of guidelines within the project PLAYMUTATION were proposed: (i) Validating the information on the transmission of the virus, measures to prevent and treat viral infections as a topic; (ii) Virtual modelling of the viruses physical interactions; and (iii) Showing implicitly the bio-psycho-social consequences, among others. This paper advances the knowledge of connectivity and creativity in times of conflict by simulating game-based scenarios that may prepare players for acting upon future health crises and outbreaks.pt_PT
dc.description.sponsorshipThis work is financially supported by national funds through FCT –Foundation for Science and Technology, I.P., under the project UIDB/05460/2020. Thanks are due to FCT/MCTES for the financial support to DigiMedia, through national funds. This work was funded by DigiMedia under the project PLAYMUTATION Virus Epidemiologic-themed Digital Games and Youngsters’ Attitudes to Viral Infection—DMPI/001/2022 and YO-MEDIA: Youngsters' Media Literacy in Times of Crisis. European Media Fund (European University Institute & Gulbenkian).pt_PT
dc.language.isoengpt_PT
dc.publisherUniversity of Antwerp; Cumulus Association International Association of Universities and College of Arts, Design and Mediapt_PT
dc.relationinfo:eu-repo/grantAgreement/FCT/6817 - DCRRNI ID/UIDB%2F05460%2F2020/PTpt_PT
dc.relationDMPI/001/2022pt_PT
dc.rightsopenAccesspt_PT
dc.rights.urihttps://creativecommons.org/licenses/by/4.0/pt_PT
dc.subjectDigital gamespt_PT
dc.subjectViral infectionspt_PT
dc.subjectAwareness designpt_PT
dc.subjectChanging behaviorspt_PT
dc.titleDesigning for viral infection awareness through PLAYMUTATIONpt_PT
dc.typebookPartpt_PT
dc.description.versionpublishedpt_PT
dc.peerreviewedyespt_PT
ua.event.date12-15 abril, 2023pt_PT
degois.publication.firstPage181pt_PT
degois.publication.lastPage184pt_PT
degois.publication.titleConnectivity, and Creativity in times of Conflict. Cumulus Conference Proceedings Antwerp 2023pt_PT
Appears in Collections:DeCA - Capítulo de livro
DigiMedia - Capítulo de livro

Files in This Item:
File Description SizeFormat 
CumulusAntwerp2023_FullPaper+PLAYMUTATION+YO-MEDIA.pdf-1.11 MBAdobe PDFView/Open


FacebookTwitterLinkedIn
Formato BibTex MendeleyEndnote Degois 

Items in DSpace are protected by copyright, with all rights reserved, unless otherwise indicated.