Table 2 Tactics implemented in the design of quiz-game.
From: What makes smartphone games successful in food information communication?
Tactics | Description |
|---|---|
Play or entertainment | Participants could choose to play alone or join a mulit-player session to compete with others. There was also a leader board, which dynamically ranked participants’ achievements against peers. |
Challenge | The question pool included 1,000 questions under five themes: ‘Food rumors’, ‘Internet famous food’, ‘Knowledge about tea’, ‘Staying away from junk food’, and ‘Healthy eating for families’. There was a good mix of common-sense questions and difficult ones. The questions were randomly selected at each round of participation. Participants could repeat the quiz-game as many times as they wanted. |
Real-time feedback | Participants received feedback after answering each question: they saw a pop-up box briefly explaining the related food safety fact, and the percentage of other players who got the question correct. This allows participants to address their knowledge gaps or misperceptions immediately. |
Reward | Each round of participation resulted in an opportunity to win a prize (e.g. points on Alipay, cash, or payment-in-kind, etc). As users accrued points or ‘leveled up’, their chances of winning a prize increased. |