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Designing for Massive Engagement in a Tween Community: Participation, Prevention, and Philanthropy in a Virtual Epidemic

Published: 27 June 2017 Publication History

Abstract

How can we design for more active participation and engagement in massive online virtual worlds? While many online communities, be they online games or virtual worlds, have been created or used ostensibly with learning goals in mind, relatively little has been studied about how to motivate members collectively (rather than individually or in small groups) in productive activities, especially with children and teens. To this end we describe the design and impact of a virtual epidemic in a massive online community called Whyville.net that engaged youth players in an infectious disease outbreak. Our analyses of click data captured in log files and observations reveal which factors impacted players' changes in participation, including searches for information, engagement in prevention, and donations to vaccine design. In the discussion, we address what we have learned about identity, agency and timing as levers in designing participation in massive community experiences.

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Cited By

View all
  • (2024)Digital Gamification Tools to Enhance Vaccine Uptake: Scoping ReviewJMIR Serious Games10.2196/4725712(e47257)Online publication date: 29-Feb-2024
  • (2023)The Future Potential of Combining Educational Data Mining With Stealth AssessmentGames as Stealth Assessments10.4018/979-8-3693-0568-3.ch010(240-254)Online publication date: 29-Sep-2023
  • (2023)A New Paradigm for Pandemic PreparednessCurrent Epidemiology Reports10.1007/s40471-023-00336-w10:4(240-251)Online publication date: 9-Nov-2023
  • Show More Cited By

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    cover image ACM Conferences
    IDC '17: Proceedings of the 2017 Conference on Interaction Design and Children
    June 2017
    808 pages
    ISBN:9781450349215
    DOI:10.1145/3078072
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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    New York, NY, United States

    Publication History

    Published: 27 June 2017

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    Author Tags

    1. avatar design
    2. computer supported collaborative learning
    3. educational technology
    4. identity
    5. virtual communities
    6. virtual epidemics
    7. virtual worlds

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    IDC '17
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    IDC '17: Interaction Design and Children
    June 27 - 30, 2017
    California, Stanford, USA

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    IDC '17 Paper Acceptance Rate 25 of 118 submissions, 21%;
    Overall Acceptance Rate 172 of 578 submissions, 30%

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    Cited By

    View all
    • (2024)Digital Gamification Tools to Enhance Vaccine Uptake: Scoping ReviewJMIR Serious Games10.2196/4725712(e47257)Online publication date: 29-Feb-2024
    • (2023)The Future Potential of Combining Educational Data Mining With Stealth AssessmentGames as Stealth Assessments10.4018/979-8-3693-0568-3.ch010(240-254)Online publication date: 29-Sep-2023
    • (2023)A New Paradigm for Pandemic PreparednessCurrent Epidemiology Reports10.1007/s40471-023-00336-w10:4(240-251)Online publication date: 9-Nov-2023
    • (2022)Madness to the methods: Speculating approaches to study and nurture children's designer and Maker identities6th FabLearn Europe / MakeEd Conference 202210.1145/3535227.3535233(1-9)Online publication date: 30-May-2022
    • (2022)Teaching and learning about respiratory infectious diseases: A scoping review of interventions in K‐12 educationJournal of Research in Science Teaching10.1002/tea.2179759:7(1274-1300)Online publication date: 21-Jul-2022
    • (2022)Social Marketing StrategyCommunication and Catastrophic Events10.1002/9781119751847.ch6(84-102)Online publication date: 30-Nov-2022
    • (2021)Stay Connected in An Immersive World: Why Teenagers Engage in Social Virtual RealityProceedings of the 20th Annual ACM Interaction Design and Children Conference10.1145/3459990.3460703(69-79)Online publication date: 24-Jun-2021
    • (2021)Social Virtual Reality: Ethical Considerations and Future Directions for An Emerging Research Space2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)10.1109/VRW52623.2021.00056(271-277)Online publication date: Mar-2021
    • (2020)A Virtual Space for All: Exploring Children's Experience in Social Virtual RealityProceedings of the Annual Symposium on Computer-Human Interaction in Play10.1145/3410404.3414268(472-483)Online publication date: 2-Nov-2020

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