Nothing Special   »   [go: up one dir, main page]

Skip to main content

Exploring the Impacts of COVID-19 on Digital and Metaverse Games

  • Conference paper
  • First Online:
HCI International 2022 Posters (HCII 2022)

Part of the book series: Communications in Computer and Information Science ((CCIS,volume 1582))

Included in the following conference series:

Abstract

The coronavirus (COVID-19) pandemic has markedly changed the ways we live and the ways we play games. This is because the situations disrupted by the virus have forced so many people to quarantine and self-isolate. These can lead to many serious problems such as mental and physical health. At the same time, the metaverse, particularly virtual reality and augmented reality, has been very popular in the fields of human-computer interaction and computer science in recent years. Therefore, in this paper, we propose a new research work for exploring recent digital games inspired during the virus outbreak to support people in various aspects, such as entertaining people during the pandemic period, enhancing awareness among people about the virus, suggesting preventive measures against the spread of the virus. Next, more specifically, the impacts of COVID-19 on recent games from virtual and augmented realities are examined. We investigate metaverse games to support people during COVID-19 and the post-pandemic period, including enhancing the healthcare education toolkit, simulating health protection protocols, and supporting healthcare workers.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Subscribe and save

Springer+ Basic
$34.99 /Month
  • Get 10 units per month
  • Download Article/Chapter or eBook
  • 1 Unit = 1 Article or 1 Chapter
  • Cancel anytime
Subscribe now

Buy Now

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 89.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 119.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Similar content being viewed by others

References

  1. Satu, M.S., et al.: COVID-hero: machine learning based COVID-19 awareness enhancement mobile game for children. In: Mahmud, M., Kaiser, M.S., Kasabov, N., Iftekharuddin, K., Zhong, N. (eds.) AII 2021. CCIS, vol. 1435, pp. 321–335. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-82269-9_25

    Chapter  Google Scholar 

  2. Ndulue, C., Rita, O.: COVID dodge: an African-centric game for promoting COVID-19 safety measures. In: AfriCHI 2021, pp. 166–169 (2021)

    Google Scholar 

  3. Grizioti, M., Oliveira, W., Garneli, V.: Covid-19 survivor: design and evaluation of a game to improve students’ experience during social isolation. In: de Rosa, F., Marfisi Schottman, I., Baalsrud Hauge, J., Bellotti, F., Dondio, P., Romero, M. (eds.) GALA 2021. LNCS, vol. 13134, pp. 283–288. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-92182-8_30

    Chapter  Google Scholar 

  4. Abou Naaj, M., Nachouki, M., LEzzar, S.: The impact of video game addiction on students’ performance during COVID-19 pandemic. In: ICCSE 2021, pp. 55–60 (2021)

    Google Scholar 

  5. Venigalla, A.S.M., Vagavolu, D., Chimalakonda, S.: SurviveCovid-19++: a collaborative healthcare game towards educating people about safety measures for Covid-19. In: CSCW Companion 2021, pp. 222–225 (2021)

    Google Scholar 

  6. Hill, J., et al.: Point of contact: investigating change in perception through a serious game for COVID-19 preventive measures. Proc. ACM Hum. Comput. Interact. 5(CHI), 1–19 (2021)

    Google Scholar 

  7. Zhao, Y., et al.: Shopping in a pandemic: a persuasive game for COVID-19. In: CHI PLAY 2021, pp. 371–375 (2021)

    Google Scholar 

  8. Kleinman, E., Chojnacki, S., Seif El-Nasr, M.: The gang’s all here: how people used games to cope with COVID19 quarantine. In: CHI 2021, pp. 327:1–327:12 (2021)

    Google Scholar 

  9. Pallavicini, F., Chicchi Giglioli, I.A., Kim, G.J., Alcañiz, M., Rizzo, A.: Virtual reality, augmented reality and video games for addressing the impact of COVID-19 on mental health. Front. Virtual Real. 91, 719358 (2021)

    Article  Google Scholar 

  10. Kao, D., et al.: Fighting COVID-19 at Purdue university: design and evaluation of a game for teaching COVID-19 hygienic best practices. In: FDG 2021, pp. 15:1–15:23 (2021)

    Google Scholar 

  11. Wang, T., Huang, I.Y.: Viruscape: a microscopic adventure game to guide conceptual learning of SARS-CoV-2 Mechanisms. In: CHI PLAY 2021, pp. 209–215 (2021)

    Google Scholar 

  12. Sipiyaruk, K., Hatzipanagos, S., Reynolds, P.A., Gallagher, J.E.: Serious games and the COVID-19 pandemic in dental education: an integrative review of the literature. Computer 10(4), 42 (2021)

    Article  Google Scholar 

  13. Ang, A.J.Y., Principio, R.D., Juayong, R.A.B., Caro, J.D.L.: GunitaHu: a VR serious game with Montessori approach for dementia patients during COVID-19. In: NiDS 2021, pp. 111–116 (2021)

    Google Scholar 

  14. Pavlou, M., et al.: Remote adversarial VR serious game simulating COVID-19 infection spread and protection protocols. In: VR Workshops 2021, pp. 683–684 (2021)

    Google Scholar 

  15. Kerdvibulvech, C.: Location-based augmented reality games through immersive experiences. In: Schmorrow, D.D., Fidopiastis, C.M. (eds.) HCII 2021. LNCS (LNAI), vol. 12776, pp. 452–461. Springer, Cham (2021). https://doi.org/10.1007/978-3-030-78114-9_31

    Chapter  Google Scholar 

  16. Laato, S., Laine, T.H., Islam, A.K.M.: Location-based games and the COVID-19 pandemic: an analysis of responses from game developers and players. Multimodal Technol. Interact. 4(2), 29 (2020)

    Article  Google Scholar 

  17. Laato, S., Najmul Islam, A.K.M., Laine, T.H.: Did location-based games motivate players to socialize during COVID-19? Telemat. Inform. 54, 101458 (2020)

    Article  Google Scholar 

  18. Bhattacharya, A., Lee, J.H., Yip, J.C., Kientz, J.A.: Life goes on with Pokémon: reimagining the design of location-based games during the COVID-19 pandemic. XRDS 28(2), 70–75 (2021)

    Article  Google Scholar 

  19. Bhattacharya, A., et al.: The pandemic as a catalyst for reimagining the foundations of location-based games. Proc. ACM Hum. Comput. Interact. 5(CHI), 1–25 (2021)

    Google Scholar 

Download references

Acknowledgments

This research presented herein was partially supported by a research grant from the Research Center, NIDA (National Institute of Development Administration).

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Chutisant Kerdvibulvech .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2022 The Author(s), under exclusive license to Springer Nature Switzerland AG

About this paper

Check for updates. Verify currency and authenticity via CrossMark

Cite this paper

Kerdvibulvech, C. (2022). Exploring the Impacts of COVID-19 on Digital and Metaverse Games. In: Stephanidis, C., Antona, M., Ntoa, S. (eds) HCI International 2022 Posters. HCII 2022. Communications in Computer and Information Science, vol 1582. Springer, Cham. https://doi.org/10.1007/978-3-031-06391-6_69

Download citation

  • DOI: https://doi.org/10.1007/978-3-031-06391-6_69

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-031-06390-9

  • Online ISBN: 978-3-031-06391-6

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics