Please use this identifier to cite or link to this item: https://oxfordhealth-nhs.archive.knowledgearc.net/handle/123456789/589
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dc.contributor.authorExternal author(s) only
dc.date.accessioned2020-07-29T16:46:15Z
dc.date.available2020-07-29T16:46:15Z
dc.date.issued2020-07
dc.identifier.citationGabriela Pavarini, Sonia Alí, Leya George, Lasara Kariyawasam, Jessica Lorimer, Nastja Tomat, Keying Wang, Benjamin Wilcox, Aleksandra Yosifova, Ilina Singh. Gamifying Bioethics: A Case Study of Co-Designing Empirical Tools with Adolescents. IDC '20: Proceedings of the 2020 ACM Interaction Design and Children Conference: Extended Abstracts•June 2020 •Pages 320–325en
dc.identifier.issn23953365
dc.identifier.urihttps://oxfordhealth-nhs.archive.knowledgearc.net/handle/123456789/589
dc.descriptionFree online accessen
dc.description.abstractResearch in bioethics largely relies on interviews and surveys, which engage participants with scenarios that are distal in time and place to an actual situation. However, context and embodiment are relevant to moral decision-making. Due to the potential to immerse participants in a simulated environment, purpose-built games and scenarios might prove valuable as empirical tools. As a case study of gamifying bioethics, we describe the co-design and implementation of "What Lies Ahead?", a digital role-play scenario for research with adolescents. "What Lies Ahead?" engages young people with ethical issues related to predictive technologies in psychiatry. As preliminary evidence of the validity of this gamified approach, we report qualitative results suggesting that the role-play was immersive, and elicited authentic responses and reflective thinking in adolescent participants. Even though application of game-play mechanics is rare in bioethics, we find digital role-play to be a powerful tool that collects data through real-time, realistic scenarios.en
dc.description.sponsorshipSupported by the NIHRen
dc.description.urihttps://doi.org/10.1145/3397617.3397823en
dc.language.isoenen
dc.subjectAdolescents and Young Adultsen
dc.subjectEthicsen
dc.titleGamifying Bioethics: A Case Study of Co-Designing Empirical Tools with Adolescentsen
dc.typeArticleen
Appears in Collections:Conducting Research

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