Journal Articles

Permanent URI for this collectionhttps://mro.massey.ac.nz/handle/10179/7915

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    Gamification for air quality education: A systematic literature review
    (Elsevier B.V., 2025-01-09) Daemei AB; Lovreglio R; Feng Z; Paes D; Miller C
    Air quality is crucial to our health and well-being, as poor air quality can lead to serious health problems such as asthma, allergies, and other respiratory conditions. Educating people about air quality is key to improving awareness and taking action to reduce its negative effects. Gamification offers a creative and engaging way to deliver educational content by incorporating game elements into the learning experience. However, despite its potential, there has been no review of how gamification has been used for air quality education. Thus, this review aims to fill that gap by systematically examining how gamification is applied to air quality education in the built environment. We explored a range of games and applications used to educate the public on air quality. To guide our analysis, we used the Octalysis framework, which focuses on game elements that motivate and engage users. Following the PRISMA guidelines for systematic reviews, we identified 19 relevant papers published between 2009 and 2023. From these, we developed 8 research questions to guide the review process and analyzed the game elements using the Octalysis framework. Our findings show that most studies focus on residential buildings, with a key focus on raising awareness of the health impacts of air pollution and managing asthma. Notably, many of these studies target children, who are more vulnerable to air pollution. We also introduce the first taxonomy for gamification in air quality education, providing a clear structure for future game development in this area. Finally, the review highlights the need to explore other educational topics that could benefit from gamification, and how this approach could improve both indoor and urban air quality, as well as reduce energy consumption.
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    Prototyping and testing a virtual reality counterterrorism serious game for active shooting
    (Elsevier B.V., 2022-09-28) Lovreglio R; Daphney-Chloe N; Rahouti A; Paes D; Feng Z; Shipman A
    An active shooting emergency requires an effective strategy to increase the chances of survival of the attacked population. Educational environments are one of the most common locations of such events. To reduce the impact of these disasters, several emergency plans have been developed and put in place. Traditionally, these emergency plans are taught to occupants using non-interactive videos, drills, etc. However, these conventional methods present many limitations regarding trainees' knowledge acquisition, engagement and self-efficacy. To overcome them, this paper presents the prototype of an immersive Virtual Reality (VR) Serious Game (SG) for counterterrorism training. A user-centred evaluation of the proposed training SG was conducted with 32 participants. The experiment aimed to investigate the impact of the proposed tool on participants' knowledge regarding the safest actions to take in case of an active shooter attack. Participants' intrinsic motivation and self-efficacy levels were also assessed before and after the VR-based training. Findings indicate that participants’ knowledge, intrinsic motivation, and self-efficacy significantly increased immediately after the training.