Coronavirus (1389) WHO EPI-WIN: Gamifying engagement with COVID-19 initiatives

4 November, 2021

Extracts below from the WHO Information Network for Epidemics and a comment from me. Read online:

'Gamification is using game-like elements to motivate and engage people in non-game contexts, and ‘serious games’ are games designed for purposes other than just entertainment. There are many examples of these techniques being used in public health contexts, and during the COVID-19 pandemic, we have seen some innovative ways they have been used to engage people in initiatives related to the infodemic.

'Go Viral and Bad News are games that aim to prebunk misinformation and disinformation by exposing people to the methods used by those who spread misinformation, thus inoculating them...'

COMMENT (NPW): Have you tried out any of these games? We would be interested to hear your experience. Gamification has potential applications way beyond COVID-19 to include other aspects of sharing healthcare information.

Best wishes, Neil

Neil Pakenham-Walsh, HIFA Coordinator,