Journal Articles
Permanent URI for this collectionhttps://mro.massey.ac.nz/handle/10179/7915
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Item Developing a serious game for indoor air quality and mold prevention education in residential buildings(Emerald Publishing Limited, 2025-10-21) Baghaei Daemei A; Feng Z; Paes DPurpose This study explores the development and prototyping of a serious game aimed at teaching individuals how to prevent mold growth in homes. Design/methodology/approach The development process involved several steps including identifying learning objectives based on Bloom’s Taxonomy, establishing educational content through literature review, designing game mechanics followed by Octalysis, designing the game’s narrative and storyline, developing the prototype using Storyline 360, verifying the educational content via interview and home visit, and refining it through the verification outcomes. Findings Key findings highlighted the most mold-prone areas in the kitchen, bedroom, and bathroom, the main factors contributing to mold growth: moisture, cold surfaces, nutrients, and spores. Also, the study recommends maintaining indoor temperatures between 20–24°C and humidity levels between 40–60% to prevent mold and keep moisture levels in check. Practical mold prevention strategies were identified and integrated into the game. The game incorporates a variety of mechanics, including narrative, points, progress bars, quest lists, step-by-step tutorials, level-ups, milestone unlocks, instant feedback, avatars, mentorship, visual storytelling, and progress loss. The preliminary assessment of a within-subject experiment (pre-test vs post-test) on 60 participants demonstrated that knowledge was improved after the intervention. Practical implications The game offers an innovative tool for a healthy built environment to educate the general public on mold risks and prevention strategies. Social implications By promoting healthy housing practices and awareness of indoor environmental quality, the game has the potential to improve respiratory health outcomes and reduce health disparities in vulnerable populations in the built environment. Originality/value This study represents the first attempt to design, develop, and verify a serious game specifically focused on mold prevention in residential buildings, integrating verified real-world data, expert insights, and user-centered design principles.Item An explorative analysis of gameplay data based on a serious game of climate adaptation in Aotearoa New Zealand(Elsevier B.V., 2025-08-27) Yang W; Harrison S; Blackett P; Allison ASerious games play a crucial role in educating and engaging the public on environmental management issues, such as climate change. These games also generate valuable data that can be used in understanding players' climate change decisions. However, there is a notable gap in the literature on serious game analytics to address the significance of scrutinising the usefulness of utilising gameplay data to explore player behaviours. This paper explores this gap through descriptive and quantitative analysis of gameplay data from ‘The Township Flooding Challenge’ in Aotearoa New Zealand to obtain data insights and data gaps in understanding players' behaviours and decisions on climate change adaptation. The findings suggest that gameplay data can offer insights into players' decisions on climate change adaptations amid uncertainty, but also highlights data gaps such as unclear definitions and incomplete data. Leveraging gameplay data can aid in data collection, decision-making modelling, and improving serious game design.Item Video see-through augmented reality fire safety training: A comparison with virtual reality and video training(Elsevier B.V., 2024-12-10) Domgue K LI; Paes D; Feng Z; Mander S; Datoussaid S; Descamps T; Rahouti A; Lovreglio RSafety training is crucial to mitigate the risk of damage when a disaster occurs and can play a vital role in enhancing community response. Augmented Reality (AR) is an emerging technology for safety training that holds great pedagogical potential. This study aims to explore the effectiveness of AR training in terms of knowledge acquisition and retention, as well as self-efficacy enhancement. We developed a new video see-through AR training tool on a tablet to teach users about operating a fire extinguisher to put out a fire following the PASS procedure: Pull, Aim, Squeeze, and Sweep (PASS). The AR training tool was tested with 60 participants. Test results were systematically compared with findings from the literature investigating Virtual Reality (VR) and video-based safety training. The findings indicate that, directly after the training, AR outperformed traditional video training in terms of knowledge retention, long-term self-efficacy, and quality of instructions. However, the AR experience was not as effective as the VR experience in all these areas, but the AR group had a smaller decrease in knowledge over time. These findings suggest that the AR-based training approach offers benefits in long-term memory recall.Item A non-immersive virtual reality serious game application for flood safety training(Elsevier B.V., 2023-08-12) D'Amico A; Bernardini G; Lovreglio R; Quagliarini EVarious methodologies and technologies have been developed and tested to train communities for natural hazards and investigate human behaviour. The combination of Virtual Reality (VR) and Serious Games (SG) represents a promising solution to expose communities to different hazardous scenarios in a totally safe way and without exposing the testers to any real risks. Previous studies tested VR SG for several different natural hazards and safety training scenarios, but only a few applications have been proposed within the context of flood safety training. Furthermore, comprehensive prototyping works aimed at evaluating VR SG applications in terms of knowledge acquisition, self-efficacy and user experience, are still needed. This work proposes a novel non-immersive VR SG in the context of users' safety in the event of flooding in the urban built environment, pursuing the users' safety training. The proposed application is based on several modules, which can be combined to form different storylines and training objectives. The VR SG capabilities are demonstrated here by firstly considering one significant storyline. Results show a significant increase in self-efficacy and safety knowledge after the VR experience, thus suggesting the possibility to exploit it for increasing users’ awareness and preparedness. Furthermore, results also demonstrate the existence of similarities between real-world behaviours and VR choices by the tested individuals, thus suggesting how an application of this kind could also be used to support the development and validation of flood evacuation simulators.
