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