The role of gaming for information, education and communication of AMR: full review of online education resources

Author:

Trehan Romita12,Goujet Raphael34,Sharma Tina15ORCID,Vats Abhinav6,Patel Nidhiben34,Bhardwaj Anshu1345ORCID

Affiliation:

1. Bioinformatics Centre, CSIR-Institute of Microbial Technology , Chandigarh 160036 , India

2. Department of Life Sciences, Imperial College London , South Kensington, London , UK

3. Inserm, System Engineering and Evolution Dynamics, Université Paris Cité , Paris , France

4. Learning Planet Institute , Paris , France

5. Academy of Scientific and Innovative Research (AcSIR) , Ghaziabad 201002 , India

6. School of Biological Sciences, UM-DAE Centre for Excellence in Basic Sciences, University of Mumbai , Kalina Campus, Mumbai, Maharashtra , India

Abstract

Abstract Background The first objective of the Global Action Plan on antimicrobial resistance (AMR) is to improve awareness and understanding of AMR through effective communication, education and training. Towards this several efforts have been made to create AMR awareness resources. The aim of these resources is to inform the public about responsible antibiotic use and drive positive behavioural change. Digital media and specifically games can serve as unique innovative platforms in public communication programmes. Objectives This study focuses on compiling and evaluating game-based AMR resources. Recognizing the engaging and creative potential of games as learning tools, the primary objective of this study was to identify games that can be used, individually or in combination depending on their unique focus and gameplay experience, for AMR awareness. Furthermore, games are evaluated on five objective criteria and recommendations are made towards further development of gaming resources towards AMR awareness. Methods Meticulous curation was performed to mine information, education and communication resources, with a primary focus on games for AMR awareness and evaluating them based on game design and gameplay, AMR content and learning, engagement and replay appeal, learning outcomes, and level of difficulty and challenges. Results In this study, we selected 12 AMR games. Our evaluations, spanning various gamification elements and interactive parameters, informed recommendations for future AMR resource development, including multilevel game design, varied graphics, simple-to-understand rules, sustained challenge and a sense of reward, among others. Conclusions This study generated the first-ever comprehensive catalogue of AMR games that may assist public communication programmes for AMR awareness. Evaluation of these games led to actionable design recommendations for future resources towards effective communication of AMR complexity, enhanced learning and awareness.

Funder

CSIR Jigyasa 2.0 Virtual Laboratory Integration Project

LPI Research

Publisher

Oxford University Press (OUP)

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