Heuristic Evaluation of an African-centric Mobile Persuasive Game for Promoting Safety Measures Against COVID-19

The COVID-19 pandemic affected the whole world, including the African Population. As the lockdown rules against the spread of COVID-19 pandemic are being eased off and Africans have begun going about their normal daily activities, there is a need for interventions and measures to ensure that they continue to observe the safety guidelines to prevent a second wave of the pandemic. While several interventions are emerging, there is a limited number of games or gamified interventions aimed at raising awareness about these safety guidelines with a specific focus on Africans. Games and gamified applications are popular among Africans especially young people due to their entertainment value. Therefore, we present the design, implementation and heuristic evaluation of a mobile persuasive game, titled COVID Dodge, aimed at raising awareness on the importance of social distancing and other precautionary measures against the spread of the COVID-19. This persuasive game strategically employs popular persuasive features and strategies to increase the attention of Africans towards social distancing and other precautionary measures. The results of the heuristic evaluation (Heuristic Evaluation for Playability) revealed that the game possessed a high level of playability which implies that it would be engaging and enjoyed by users. The result of the persuasive strategy evaluation revealed that 13 out of the 15 strategies we implemented were strongly present in the game. Based on the evaluators' comments, we provided some design consideration and insights for developing persuasive games.

[1]  Harri Oinas-Kukkonen,et al.  Exploring Perceived Persuasiveness of a Behavior Change Support System: A Structural Model , 2012, PERSUASIVE.

[2]  S. Solomon,et al.  Clinical Outcomes in Young US Adults Hospitalized With COVID-19. , 2020, JAMA internal medicine.

[3]  Heather Desurvire,et al.  Using heuristics to evaluate the playability of games , 2004, CHI EA '04.

[4]  Akhila Sri Manasa Venigalla,et al.  SurviveCovid-19 - A Game for Improving Awareness of Social Distancing and Health Measures for Covid-19 Pandemic , 2020, ArXiv.

[5]  Srinivas Sampalli,et al.  Trends in Persuasive Technologies for Physical Activity and Sedentary Behavior: A Systematic Review , 2020, Frontiers in Artificial Intelligence.

[6]  Beverley Cook,et al.  Increasing Awareness of Alzheimer's Disease through a Mobile Game , 2016, 2016 International Conference on Interactive Technologies and Games (ITAG).

[7]  Nilufar Baghaei,et al.  Diabetic Mario: Designing and Evaluating Mobile Games for Diabetes Education. , 2016, Games for health journal.

[8]  R. Orji,et al.  DESIGN FOR BEHAVIOUR CHANGE: A MODEL-DRIVEN APPROACH FOR TAILORING PERSUASIVE TECHNOLOGIES , 2014 .

[9]  Luca Chittaro,et al.  Turning the Classic Snake Mobile Game into a Location-Based Exergame that Encourages Walking , 2012, PERSUASIVE.

[10]  Jindong Tan,et al.  DietCam: Automatic dietary assessment with mobile camera phones , 2012, Pervasive Mob. Comput..

[11]  Lei He,et al.  OralCam: Enabling Self-Examination and Awareness of Oral Health Using a Smartphone Camera , 2020, CHI.

[12]  Giovanni Tusa,et al.  Saving is fun: designing a persuasive game for power conservation , 2011, Advances in Computer Entertainment Technology.

[13]  Joe Hasell,et al.  Coronavirus disease (COVID-19) , 2020, Arab Society: A Compendium of Social Statistics.

[14]  Rita Orji,et al.  Persuasive Mobile Apps for Health and Wellness: A Comparative Systematic Review , 2020, PERSUASIVE.

[15]  Charlotte Wiberg,et al.  Game Usability Heuristics (PLAY) for Evaluating and Designing Better Games: The Next Iteration , 2009, HCI.

[16]  K. Coninx,et al.  Evaluating the Impact of the HeartHab App on Motivation, Physical Activity, Quality of Life, and Risk Factors of Coronary Artery Disease Patients: Multidisciplinary Crossover Study , 2019, JMIR mHealth and uHealth.

[17]  Julita Vassileva,et al.  LunchTime: a slow-casual game for long-term dietary behavior change , 2013, Personal and Ubiquitous Computing.

[18]  P. M. Kato,et al.  A Video Game Improves Behavioral Outcomes in Adolescents and Young Adults With Cancer: A Randomized Trial , 2008, Pediatrics.

[19]  C. Abraham,et al.  The Behavior Change Technique Taxonomy (v1) of 93 Hierarchically Clustered Techniques: Building an International Consensus for the Reporting of Behavior Change Interventions , 2013, Annals of behavioral medicine : a publication of the Society of Behavioral Medicine.

[20]  Jakob Nielsen,et al.  How to Conduct a Heuristic Evaluation , 2006 .

[21]  Julita Vassileva,et al.  Improving the Efficacy of Games for Change Using Personalization Models , 2017, ACM Trans. Comput. Hum. Interact..

[22]  Charlotte Wiberg,et al.  Master of the game: assessing approachability in future game design , 2008, CHI Extended Abstracts.

[23]  Harri Oinas-Kukkonen,et al.  Persuasive Systems Design: Key Issues, Process Model, and System Features , 2009, Commun. Assoc. Inf. Syst..

[24]  J. Rutter,et al.  Gender dynamics and the social and spatial organization of computer gaming , 2003 .