Serious games for serious crises: reflections from an infectious disease outbreak matrix game

被引:8
|
作者
Smith, Julia [1 ]
Sears, Nathan [2 ]
Taylor, Ben [3 ]
Johnson, Madeline [4 ]
机构
[1] Simon Fraser Univ, Fac Hlth Sci, Blusson Hall,Room 11802,8888 Univ Dr, Burnaby, BC V5A 1S6, Canada
[2] Univ Toronto, Polit Sci, Toronto, ON, Canada
[3] Govt Canada, Dept Natl Def, Ottawa, ON, Canada
[4] Govt Canada, Global Affairs Canada, Ottawa, ON, Canada
关键词
Games; Training; Outbreaks; Health security; Gender;
D O I
10.1186/s12992-020-00547-6
中图分类号
R1 [预防医学、卫生学];
学科分类号
1004 ; 120402 ;
摘要
Background While there is widespread recognition of global health failures when it comes to infectious disease outbreaks, there is little discussion on how policy-makers and global health organizations can learn to better prepare and respond. Serious games provide an underutilized tool to promote learning and innovation around global health crises. In order to explore the potential of Serious Games as a policy learning tool, Global Affairs Canada, in collaboration with the Department of National Defense and academic partners, developed and implemented a matrix game aimed at prompting critical reflection and gender-based analysis on infectious disease outbreak preparedness and response. This commentary, written by the core development team, reflects on the process and outcomes of the gaming exercise, which we believe will be of interest to others hoping to promote innovative thinking and learning around global health policy and crisis response, as well as the application of serious games more broadly. Main body Participants reported, through discussions and a post-game survey, that they felt the game was reflective of real-world decision-making and priority-setting challenges during a crisis. They reflected on the challenges that emerge around global health co-operation and outbreak preparedness, particularly noting the importance of learning to work with private actors. While participants only sporadically applied gender-based analysis or considered the social determinants of health during the game, post-game discussions led to reflection on the ways in which equity concerns are put aside during a crisis scenario and on why this happens, offering critical learning opportunities. Conclusion Matrix games provide opportunities for policy-makers and health professionals to experience the challenges of global health co-operation, test ideas and explore how biases, such as those around gender, influence policy-making and implementation. Due to their flexibility, adaptability and accessibility, serious games offer a potentially powerful learning tool for global health policy-makers and practitioners.
引用
收藏
页数:8
相关论文
共 50 条
  • [1] Serious games for serious crises: reflections from an infectious disease outbreak matrix game
    Julia Smith
    Nathan Sears
    Ben Taylor
    Madeline Johnson
    [J]. Globalization and Health, 16
  • [2] Creating Serious Games with the Game Design Matrix
    Pendleton, Aaron
    Okolica, James
    [J]. GAMES AND LEARNING ALLIANCE, GALA 2019, 2019, 11899 : 530 - 539
  • [3] Serious Disease - Serious Game
    Hertel, Niels Thomas
    Vedel, Katrine
    Rohde, Lisbeth
    Olesen, Julie Bech
    [J]. MEDINFO 2013: PROCEEDINGS OF THE 14TH WORLD CONGRESS ON MEDICAL AND HEALTH INFORMATICS, PTS 1 AND 2, 2013, 192 : 1166 - 1166
  • [4] Designing Serious Games with the Game of Games
    Spil, Ton A. M.
    Bruinsma, Guido
    [J]. PROCEEDINGS OF THE 10TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2016, : 634 - 643
  • [5] The Importance of Game Jams in Serious Games
    Ramzan, Romana
    Reid, Andrew
    [J]. PROCEEDINGS OF THE 10TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2016, : 538 - 546
  • [6] Comparison of Game Engines for Serious Games
    Pavkov, Sanja
    Frankovic, Ivona
    Hoic-Bozic, Natasa
    [J]. 2017 40TH INTERNATIONAL CONVENTION ON INFORMATION AND COMMUNICATION TECHNOLOGY, ELECTRONICS AND MICROELECTRONICS (MIPRO), 2017, : 728 - 733
  • [7] Quality Criteria for Serious Games: Serious Part, Game Part, and Balance
    Caserman, Polona
    Hoffmann, Katrin
    Mueller, Philipp
    Strassburg, Marcel
    Wiemeyer, Josef
    Bruder, Regina
    Goebel, Stefan
    [J]. JMIR SERIOUS GAMES, 2020, 8 (03):
  • [8] Meta Serious Game: Supporting Creativity Sessions for Mobile Serious Games
    Marfisi-Schottman, Iza
    Gicquel, Pierre-Yves
    George, Sebastien
    [J]. PROCEEDINGS OF THE 10TH EUROPEAN CONFERENCE ON GAMES BASED LEARNING, 2016, : 407 - 415
  • [9] Game Mastering in Collaborative Serious Games: A Novel Approach for Instructor Support in Multiplayer Serious Games
    Wendel, Viktor
    Krepp, Stefan
    Gutjahr, Michael Oliver
    Goebel, Stefan
    Steinmetz, Ralf
    [J]. INTERNATIONAL JOURNAL OF GAME-BASED LEARNING, 2015, 5 (04) : 27 - 49
  • [10] From Edutainment to Serious Games: A Change in the Use of Game Characteristics
    Charsky, Dennis
    [J]. GAMES AND CULTURE, 2010, 5 (02) : 177 - 198