”Is This Real Learning or Just Game Fantasy?”: Striking a balance between fiction and education in teaching viral infections through digital game

Authors

DOI:

https://doi.org/10.15847/obsOBS19520252668

Abstract

In recent years, the (re)surgency of viral infections has underscored the importance of using effective communication strategies to educate the public about outbreaks. While reinforcing education to prepare for future health threats is crucial, integrating viral infection awareness into learning presents challenges, especially for younger individuals who may lack the foundational knowledge to grasp the importance of this issue. While traditional education methods may struggle to engage this audience, games offer a promising medium for effectively transferring knowledge. By blending learning with play, games can make complex topics more accessible and engaging. However, this approach is not without its difficulties. Ensuring accuracy and maintaining a balance between educational content and fictional elements is crucial, as misrepresentations can be easily amplified in media, leading to misunderstanding rather than enlightenment. This paper discusses a case study of the game "Mutation Madness," which involved twenty-six experts in both game design and microbiology, providing valuable insights into the intricate process of balancing fiction with learning in educational games. The findings underscore the importance of involving scientists from the outset—particularly during the requirement definition phase, as well as in shaping the game's narrative and content. Their input ensured that gameplay elements remained grounded in scientific accuracy. For the specific goal of teaching about viral infections, the use of physical-life models to depict organism interactions, combined with a cause-and-effect approach, demonstrated to be an effective strategy. By incorporating repetitive mechanics within these fictional scenarios, the game successfully reinforced key learning outcomes without overwhelming the players with excessive complexity.

Author Biography

Liliana Vale Costa

Liliana Vale Costa is Assistant Professor at the Department of Communication and Art, University of Aveiro and Researcher at the DigiMedia research center. Among her most relevant subjects she has been teaching are Transmedia and social media, Game Design and Development, Multimedia History and Theory. She is also the responsible professor for the short-term course in Fake News, Disinformation and Media Dark Patterns at the University of Aveiro.  She completed a European Ph.D. in Information and Communication in Digital Platforms at the Univ. of Aveiro and Univ. of Porto (with internship at the Disruptive Media Learning Lab, Coventry) in 2017; a master’s degree in Multimedia Communication (2013) and a degree in New Technologies of Communication (2011) - Univ. of Aveiro. She has also experience in managing research projects – e.g., leading Virus Epidemiologic-themed Digital Games and Youngsters’ Attitudes to Viral Infections– playmutation.web.ua.pt, and she has been researcher in other relevant projects e.g., Gulbenkian project YO-MEDIA –Youngsters’ Media Literacy in Times of Crisis, Blockchain (NFTs in Gaming), among others. Liliana has been publishing in Communication Sciences and Technologies, having received several awards and distinctions. Her work has been internationally recognized with the invitations to reviewing JPI European Proj., Keynote Speaking, and (co-)authored publications. This recognition is also demonstrated in the (co-)organization of the international conferences GAMEON or Videojogos, books, and review for recognized international journals.

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Published

2025-05-29

How to Cite

Vale Costa, L., Proença, F., Arnab, S., Nogueira, T., & Duarte, M. (2025). ”Is This Real Learning or Just Game Fantasy?”: Striking a balance between fiction and education in teaching viral infections through digital game. Observatorio (OBS*), 19(5). https://doi.org/10.15847/obsOBS19520252668

Issue

Section

Special Issue 2025 - Crisis Media Literacy