Space Medicine Meets Serious Games: Boosting Engagement with the Medimon Creature Collector
Abstract
1. Introduction
2. Materials and Methods
2.1. Participants
2.2. Design
- HP (Health Points): Measures life; reaching zero causes the Medimon to “flat line,” meaning it cannot be used in battle until healed.
- ATP (Adenosine Triphosphate): Energy required to perform moves in battle, representing cellular energy.
- STS (Stress): Increases with each move during battle; high STS may cause healthy Medimon to evolve into diseased versions or diseased Medimon to self-destruct.
- Attack and Defense: Determine battle effectiveness and resistance to damage.
2.3. Intervention
2.4. Achievement
2.5. STEM Career Interest
2.6. Data Collection
2.7. Data Analysis
2.8. Ethical Considerations
3. Results
3.1. Achievement
3.2. Engagement
3.3. STEM Career Interest
4. Discussion
4.1. Limitations
4.2. Future Directions
5. Conclusions
Supplementary Materials
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
GBL | Game-Based Learning |
LLM | Large Language Model |
SANS | Spaceflight-Associated Neuro-Ocular Syndrome |
SIS-M | Situational Interest Survey in Multimedia |
SRL | Self-Regulated Learning |
STEM | Science, Technology, Engineering, and Mathematics |
genAI | Generative Artificial Intelligence |
Appendix A
Family | Healthy Characters | Diseased Characters |
---|---|---|
Bone | 1. Osteoclast 2. Osteoblast 3. Skeleton | 1. Osteoporosis 2. Postmenopausal Osteoporosis 3. Paget Disease |
Muscle | 1. Myofibril 2. Muscle Fiber 3. Muscle | 1. Myasthenia Gravis 2. Epilepsy 3. Rhabdomyolysis |
Eye | 1. Rod 2. Cone 3. Eye | 1. Retinitis Pigmentosa 2. Color Blindness 3. Glaucoma |
Appendix B
SIS Type | Survey Item |
---|---|
SI-triggered | The Medimon NASA demo was interesting. |
The Medimon NASA demo grabbed my attention. | |
The Medimon NASA demo was often entertaining. | |
The Medimon NASA demo was so exciting, it was easy to pay attention. | |
SI-maintained-feeling | What I learned from the Medimon NASA demo is fascinating to me. |
I am excited about what I learned from the Medimon NASA demo. | |
I like what I learned from the Medimon NASA demo. | |
I found the information from the Medimon NASA demo interesting. | |
SI-maintained-value | What I studied in the Medimon NASA demo is useful for me to know. |
The things I studied in the Medimon NASA demo are important to me. | |
What I learned from the Medimon NASA demo can be applied to my major/career. | |
I learned valuable things from the Medimon NASA demo. |
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Characteristic | Count (Avg) | SD |
---|---|---|
Age | (21) | 2.2 |
Gender | ||
Male | 11 | |
Female | 9 | |
Non-binary/third gender | 3 | |
Ethnicity | ||
White | 23 | |
Hispanic | 1 | |
Asian | 3 | |
American Indian/Alaskan Native | 1 | |
Major | ||
Virtual Technology and Design | 12 | |
Creative Writing | 1 | |
Conservation Biology | 1 | |
Computer Science | 1 | |
Cybersecurity | 1 | |
Studio Art and Design | 1 | |
Medicine | 1 | |
Nutrition Science | 1 | |
Marketing | 2 | |
English | 1 | |
Human Resources Management | 1 | |
Business Management | 1 | |
Finance | 1 |
Theme 1: Intrinsic Appeal and Affective Engagement | |
---|---|
Description | This theme captures the enjoyment, motivation, and emotional engagement of learners. It reflects how fun, esthetically pleasing, and attention-grabbing each modality was perceived to be. |
Prefer Medimon | Participants frequently highlighted the game’s engaging and entertaining nature as central to their preference. Many linked fun to increased focus, emotional reward, and effective learning. Multimodal features (e.g., art, music) were especially impactful. |
Prefer Trad | Enjoyment was viewed as secondary. These participants emphasized learning efficacy and saw games as supplemental. |
No Preference | Acknowledged the game’s fun and appeal but doubted its learning value. Some felt enjoyment did not equate to educational effectiveness. |
Theme 2: Perceived Learning Efficacy and Mechanisms Description | |
Description | This theme focuses on how well participants believed each method supported understanding and memory, and which features helped or hindered learning. |
Prefer Medimon | Reported that the game made content easier to understand and remember. Valued mnemonics, interactivity, and integration of content into gameplay. |
Prefer Trad | Believed textbooks provided better depth and clarity. Viewed games as better for review, not initial learning. |
No Preference | Questioned the game’s educational depth. Noted retention challenges and issues with recalling in-game content. |
Theme 3: Interaction Design and Learner Experience Description | |
Description | This theme explores how features like interactivity, structure, and user control shaped learner experience. |
Prefer Medimon | Valued the game’s interactive nature and familiarity with game mechanics. Highlighted active engagement. |
Prefer Trad | Appreciated the control and structure textbooks provided. Emphasized ease of navigation and review. |
No Preference | Criticized the game’s lack of structure and goals. Wanted more learning guidance and incentives. Still, some praised its accessibility. |
Theme 4: Cognitive Factors and Resource Management Description | |
Description | This theme involves perceived mental effort and efficiency. It covers how learners managed cognitive demands and time investment. |
Prefer Medimon | Some felt the game reduced cognitive load, making complex ideas easier to process through engaging formats. |
Prefer Trad | Prioritized time efficiency and directness of textbooks for faster learning. |
No Preference | Found the game cognitively demanding without clear structure. Highlighted the need for active attention to extract learning. |
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© 2025 by the authors. Licensee MDPI, Basel, Switzerland. This article is an open access article distributed under the terms and conditions of the Creative Commons Attribution (CC BY) license (https://creativecommons.org/licenses/by/4.0/).
Share and Cite
Hundrup, M.; Holte, J.; Bordeaux, C.; Ferguson, E.; Coad, J.; Soule, T.; Bland, T. Space Medicine Meets Serious Games: Boosting Engagement with the Medimon Creature Collector. Multimodal Technol. Interact. 2025, 9, 80. https://doi.org/10.3390/mti9080080
Hundrup M, Holte J, Bordeaux C, Ferguson E, Coad J, Soule T, Bland T. Space Medicine Meets Serious Games: Boosting Engagement with the Medimon Creature Collector. Multimodal Technologies and Interaction. 2025; 9(8):80. https://doi.org/10.3390/mti9080080
Chicago/Turabian StyleHundrup, Martin, Jessi Holte, Ciara Bordeaux, Emma Ferguson, Joscelyn Coad, Terence Soule, and Tyler Bland. 2025. "Space Medicine Meets Serious Games: Boosting Engagement with the Medimon Creature Collector" Multimodal Technologies and Interaction 9, no. 8: 80. https://doi.org/10.3390/mti9080080
APA StyleHundrup, M., Holte, J., Bordeaux, C., Ferguson, E., Coad, J., Soule, T., & Bland, T. (2025). Space Medicine Meets Serious Games: Boosting Engagement with the Medimon Creature Collector. Multimodal Technologies and Interaction, 9(8), 80. https://doi.org/10.3390/mti9080080