The lowering costs of DNA sequencing and the diffusion of numerous Direct to Consumer Genetic Testing (DTC-GT) services have made genetic testing easily available to the general public who can buy them without any medical prescription or consultation. Nevertheless, the knowledge required to understand the provided results and their implications is still scarce in the general public. Starting from these considerations, we developed two mini-games and one serious game to increase people genetic literacy through experiential learning. The three games were tested for usability on a sample of 30 participants, 10 for each game, who were asked to report any positive or negative issue related to the games and to fulfill the Game Experience Questionnaire in order to evaluate their playing experience. Results from the three games show that players experienced moderate levels of immersion and flow, low levels of negative sensations, and a prevalence of positive emotions. In general, these encouraging results suggest that the proposed games are suitable to transmit genetic notions to the general public.

Usability Testing of Two Mini-Games and One Serious Game to Educate People About Genetics / R. Mainetti, S. Oliveri, A. Gorini, I. Cutica, G. Pravettoni, A. Borghese (STUDIES IN HEALTH TECHNOLOGY AND INFORMATICS). - In: pHealth 2019 / [a cura di] B. Blobel, M. Giacomini. - [s.l] : IOS Press, 2019. - ISBN 9781614999744. - pp. 82-87 (( Intervento presentato al 16. convegno Proceedings of the International Conference on Wearable Micro and Nano Technologies for Personalized Health : 10–12 June tenutosi a Genova nel 2019 [10.3233/978-1-61499-975-1-82].

Usability Testing of Two Mini-Games and One Serious Game to Educate People About Genetics

R. Mainetti
Primo
;
S. Oliveri
Secondo
;
A. Gorini;I. Cutica;G. Pravettoni
Penultimo
;
A. Borghese
Ultimo
2019

Abstract

The lowering costs of DNA sequencing and the diffusion of numerous Direct to Consumer Genetic Testing (DTC-GT) services have made genetic testing easily available to the general public who can buy them without any medical prescription or consultation. Nevertheless, the knowledge required to understand the provided results and their implications is still scarce in the general public. Starting from these considerations, we developed two mini-games and one serious game to increase people genetic literacy through experiential learning. The three games were tested for usability on a sample of 30 participants, 10 for each game, who were asked to report any positive or negative issue related to the games and to fulfill the Game Experience Questionnaire in order to evaluate their playing experience. Results from the three games show that players experienced moderate levels of immersion and flow, low levels of negative sensations, and a prevalence of positive emotions. In general, these encouraging results suggest that the proposed games are suitable to transmit genetic notions to the general public.
Settore INF/01 - Informatica
   Mind the risk: Ethical, psychological and social implications of provision of risk information from genetic and related technologies - A joint European research program
   Mind the risk
   RIKSBANKENS JUBILEUMSFOND - THE SWEDISH FOUNDATION FOR HUMANITIES AND SOCIAL SCIENCES
2019
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/650646
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