Serious games as an efficient strategy for science communication in the Covid-19 pandemic

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Abstract

Introduction: The communicative needs derived from the Covid-19 pandemic have encouraged the development of initiatives dedicated to channeling information to citizens through a diversity of actions. Serious games generated through game jams are an outstanding example. Methodology: The main objective of this research is to evaluate the possibilities of efficient production of serious games in the field of scientific communication on Covid-19 and in the context of production established by game jams. From a qualitative perspective, a selective search of this type of events in the context of the Covid-19 pandemic is carried out and identifies those productions whose objective is to inform with scientific rigor on aspects related to Covid-19, with a ludic communication model. Results: The production model is analyzed, followed by the ludic strategy of the three types of video games offered in the sample: reaction-based, recreation and strategy. As a last element of analysis, the playability provides a triple vision where the usability of the games stands out especially. Discussion and Conclusions: On the one hand, the planning and investment necessities that serious games require to guarantee their effectiveness as communicative products in the scientific field are evident. Likewise, it is observed that the high investment and production do not necessarily influence the receptivity of the public. Finally, it is concluded that the appropriate targeting of audiences and objectives can generate an adequate and effective communication strategy in the field of science.

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APA

Gertrudis-Casado, M. D. C., Gálvez-De-la-cuesta, M. D. C., Romero-Luis, J., & Gertrudix, M. (2022). Serious games as an efficient strategy for science communication in the Covid-19 pandemic. Revista Latina de Comunicacion Social, 2022(80), 40–62. https://doi.org/10.4185/rlcs-2022-1788

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