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ABSTRACT: Background
The COVID-19 pandemic introduced an urgent need for effective strategies to disseminate crucial knowledge and improve people's subjective well-being. Complementing more conventional approaches to knowledge dissemination, game-based interventions were developed to create awareness and educate people about the pandemic, hoping to change their attitudes and behavior.Objective
This study provided an overview and analysis of digital and analog game-based interventions in the context of the COVID-19 pandemic. As major pandemics and other large-scale disruptive events are expected to increase in frequency in the coming decades, this analysis aimed to inform the design, uptake, and effects of similar future interventions.Methods
From November 2021 to April 2022,
SUBMITTER: Kermavnar T
PROVIDER: S-EPMC9994467 | biostudies-literature | 2023 Mar
REPOSITORIES: biostudies-literature