Scare-Away Risks: The Effects of a Serious Game on Adolescents’ Awareness of Health and Security Risks in an Italian Sample
Abstract
:1. Introduction
2. The Psychological Side of Gamified Educational Contexts
3. Materials and Methods
3.1. This Study
- (A)
- The impact and effects of serious games have been investigated in several contexts, principally referred to education, healthcare, well-being, cultural heritage and so on [24,25,26]. To the best of our knowledge, there are no studies concerning dangers, risks and related practices in contextualized and everyday settings directly (home and school) or indirectly (work) experienced by adolescents;
- (B)
- As for the emotional and cognitive sides, a great attention has been devoted to engagement and self-efficacy and these factors have been considered somehow related [26]. However, the role of one of the core facets of self-efficacy, that is locus of control, has been less deepened, even if it can be considered a crucial dimension for attitudinal and behavioral outcomes [32,33];
- (C)
3.2. Participants
3.3. The Game
3.4. Procedures and Measures
- Engagement scale [47], with seven items having a sufficient reliability (Cronbach Alpha: 0.65). This scale conceptualized engagement as the contemporary presence of concentration, interest, and enjoyment. In particular, items concerned the following constructs: concentration, enjoyment, interest, challenge, skills, immersion and perceived learning. An example of an item measuring interest was: “How interesting was the game?”
- Risk perception scale, a five-item scale with a sufficient reliability (Cronbach Alpha: 0.64) conceptualizing risk perception as “people’s negative estimation of possibilities of health issues or instances of which the disease can occur” [48] (p. 141). The reworked items of this scale referred to the risks as encountered in the game (e.g., “I know that toxic substances are present at home”);
- Protective behavioral intentions scale, composed of five items showing a high reliability (Cronbach Alpha: 0.83). This variable was defined through a set of behaviors useful to protect against risks, referring to the different game contexts/levels, for example “Wash your hands regularly with water and soap for 40 s”;
- Locus of control scale [49], with five items showing a sufficient reliability (Cronbach Alpha: 0.69). This construct was referred to the individual’s beliefs that events in life (in this case concerning health) are produced by his/her own behaviors or actions (or, on the opposite pole, by external causes, independent from his/her will). So, items such as “My physical health depends on my closest friends” or “My physical health depends largely on what I do (and I don’t)” were included.
4. Results
5. Discussion
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Appendix A
- Socio-demographics
- (1)
- How useful is it to use video games to acquire new knowledge?
- Locus of control
- My physical health depends on my closest friends
- I feel that my physical health is something that depends on myself
- My physical health largely depends on what I do (and don’t do)
- If I am physically well, I owe it to my parents (*)
- Staying in good physical health is the result of my commitment and my skills
- Engagement
- (1)
- The videogame helped me to learn new contents.
- (2)
- How difficult was it to concentrate? (*)
- (3)
- The game delivered contents that caught my attention.
- (4)
- How much fun did you have during the gaming activity?
- (5)
- I was so involved in the game that I forgot other things.
- (6)
- How difficult was the game for you?
- (7)
- I felt prepared during the game. (*)
- Perception of risk
- (1)
- Covid is easily transmitted when we are in close range of other people
- (2)
- I know there are toxic substances in the house
- (3)
- I think that an incorrect body position, even while sitting at the desk, can cause physical problems
- (4)
- In the construction of a site, electric current represents a danger
- (5)
- Uncontrolled information can hide lies
- Protective measures and behaviors
- (1)
- Wash your hands regularly with soap and water for 40 s
- (2)
- It is important to put the games back in their place, especially if they are close to steps and stairs
- (3)
- I should notify the teacher of any incident, even if it seems unimportant
- (4)
- At work, the (protective) helmet protects against falling materials and tools from above
- (5)
- If I think a piece of news is false, I can ask for help from adults I trust
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Dependent Variables | Independent Variables | Co-Varying Variables |
---|---|---|
Engagement Risk Perception Protective Behavioral Intention | Experimental Condition Gender Game level Gender | Locus of Control |
(a) | |||
---|---|---|---|
Dependent Variables | Condition | Mean | Standard Error |
Engagement * | Scacciarischi | 3.03 | 0.062 |
Control | 2.88 | 0.068 | |
Risk perception * | Scacciarischi | 4.49 | 0.082 |
Control | 4.23 | 0.090 | |
Protective behavioral intentions | Scacciarischi | 4.11 | 0.083 |
Control | 3.91 | 0.091 | |
(b) | |||
Dependent Variables | Gender | Mean | Standard Error |
Engagement * | Boy | 2.84 | 0.064 |
Girl | 3.08 | 0.065 | |
Risk perception * | Boy | 4.18 | 0.087 |
Girl | 4.53 | 0.090 | |
Protective behavioral intentions | Boy | 3.95 | 0.087 |
Girl | 4.07 | 0.088 |
Game Level | Engagement | St. Error | Risk Perception | St. Error | Protective Intentions | St. Error |
---|---|---|---|---|---|---|
0 | 2.88 | 0.06 | 4.23 | 0.09 | 4.11 | 0.09 |
1 | 2.85 | 0.11 | 4.28 | 0.16 | 3.79 | 0.16 |
2 | 2.99 | 0.11 | 4.45 | 0.16 | 3.82 | 0.16 |
3 | 3.25 | 0.09 | 4.69 | 0.12 | 4.09 | 0.12 |
Internal Locus | Risk Perception | Protective Intentions | ||
---|---|---|---|---|
engagement | Pearson correlation | 0.308 ** | 0.441 ** | 0.382 ** |
Sign. (two-tailed) | 0.000 | 0.000 | 0.000 |
b | SE | β | t | p | R2 | |
---|---|---|---|---|---|---|
Constant | 1.346 | 0.32 | 35,150 | 0.00 | ||
Engagement | 0.409 | 0.093 | 0.29 | 4019 | 0.00 | |
Internal locus | 0.465 | 0.070 | 0.19 | 2717 | 0.007 | |
Model | 0.00 |
b | SE | β | t | p | R2 | |
---|---|---|---|---|---|---|
Constant | 1.105 | 0.314 | 48,190 | 0.00 | ||
Engagement | 0.291 | 0.089 | 0.219 | 3244 | 0.001 | |
Internal locus | 0.525 | 0.67 | 0.528 | 7817 | 0.000 | |
Model | 0.00 |
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D’Errico, F.; Cicirelli, P.G.; Papapicco, C.; Scardigno, R. Scare-Away Risks: The Effects of a Serious Game on Adolescents’ Awareness of Health and Security Risks in an Italian Sample. Multimodal Technol. Interact. 2022, 6, 93. https://doi.org/10.3390/mti6100093
D’Errico F, Cicirelli PG, Papapicco C, Scardigno R. Scare-Away Risks: The Effects of a Serious Game on Adolescents’ Awareness of Health and Security Risks in an Italian Sample. Multimodal Technologies and Interaction. 2022; 6(10):93. https://doi.org/10.3390/mti6100093
Chicago/Turabian StyleD’Errico, Francesca, Paolo Giovanni Cicirelli, Concetta Papapicco, and Rosa Scardigno. 2022. "Scare-Away Risks: The Effects of a Serious Game on Adolescents’ Awareness of Health and Security Risks in an Italian Sample" Multimodal Technologies and Interaction 6, no. 10: 93. https://doi.org/10.3390/mti6100093
APA StyleD’Errico, F., Cicirelli, P. G., Papapicco, C., & Scardigno, R. (2022). Scare-Away Risks: The Effects of a Serious Game on Adolescents’ Awareness of Health and Security Risks in an Italian Sample. Multimodal Technologies and Interaction, 6(10), 93. https://doi.org/10.3390/mti6100093