| Literature DB >> 32025569 |
Liran Christine Shan1, Julie L Schiro2, Kai Zhong3, Patrick Wall1.
Abstract
Entities:
Keywords: Education
Year: 2020 PMID: 32025569 PMCID: PMC6992668 DOI: 10.1038/s41538-020-0062-8
Source DB: PubMed Journal: NPJ Sci Food ISSN: 2396-8370
Key statistics from Alipay’s Da Da Xingqiu (Quiz-game Planet) Food Safety Week[2,27,28].
| Timeline | Reach and engagement of the smartphone game |
|---|---|
| Day 1 (10 June, 2019) | • Over 3 million people participated |
| First 5 days | • 10 million people participated • The participation/click times reached 1.27 billion • 90% of participants shared the food safety knowledge they learned with friends and relatives |
| First week | • 12 million people participated • The participation/click times reached 1.7 billion |
Tactics implemented in the design of quiz-game.
| 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. |