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Epidemic vectors: an action game about mosquito-transmitted disease prevention
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Epidemic vectors: an action game about mosquito-transmitted disease prevention

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Content
Epidemic Vectors  
An action game about mosquito-transmitted disease prevention
By
Daniel Batista
Master of Fine Arts
Interactive Media & Games Division
School of Cinematic Arts
University of Southern California
May 10, 2019

 

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Acknowledgment

I would first like to thank my thesis advisors: part time lecturer Carl Schnurr and              
associate professor PhD Andreas Kratky, both of the School of Cinematic Arts -            
Interactive Media and Games Division at the University of Southern California. They            
were always ready to help me whenever I ran into a trouble spot or needed feedback on                
a particular subject.
I would also like to thank the expert game producer Charles Babb from the Fairchild              
Consortium, who provided invaluable feedback especially regarding gameplay and        
combat mechanics and strategies.  
Without their passionate participation and input, this project would not be possible.
Finally, to my beloved wife Fernanda always at my side providing feedback and insight              
throughout the entire project and life itself; My sister Camila; My mother Fátima and my              
father Elizaldo; I must express my very profound gratitude, thank you for your support.              
Love you all.
Daniel (Dan)
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Contents




Abstract 4
Research on Mosquito Transmitted Diseases 5
Dengue Fever 5
Malaria 7
Chikungunya 8
Dog Heartworm 9
Yellow Fever 9
Eastern Equine Encephalitis (EEE) 10
St. Louis Encephalitis 11
West Nile Virus 11
Zika 12
Other Facts about the mosquitoes 12
Learning Unreal from a Unity3D background 13
Resources and References 15
Prior Art 16
Development 19
Avoiding Player Fatigue 21
The Power of Constraints 23
The World Impact “currency” 24
Future Development 25
Bibliography/References 27
Appendices 28

 
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Abstract
“Mosquito vectored diseases include protozoan diseases, i.e., malaria, filarial diseases          
such as dog heartworm, and viruses such as dengue, encephalitis and yellow fever”            
(American Mosquito Control Association) .  
One of the most effective ways to prevent all those diseases is vector control, i.e. to                
control the mosquito population, by eliminating bodies of standing water, where the            
mosquitoes breed. It is especially important in tropical countries, with high rainfall and            
warm weather, which provides perfect conditions for the reproduction of the mosquitoes.
Creating a game to help raising awareness about the diseases and motivate people to              
act on it is the main objective of this thesis.
In Epidemic Vectors, besides literally fighting the giant mosquito mutations, players          
combat them as we would in the real world, by destroying eggs and standing water. The                
objective is to demonstrate and to motivate people to do the same in their houses.

In this thesis document I describe and reflect on the process of researching mosquitoes              
and  the diseases they carry, and on creating the game.




Keywords: Disease Prevention, Third Person Action Game, Mosquito Population        
Control, Dengue Fever, Zika virus, Chikungunya, Malaria, Yellow Fever
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Research on Mosquito Transmitted Diseases
There are many diseases in which the main transmission agent, or vector of            
transmission, is a mosquito. Here, I will briefly describe these diseases before            
proceeding to my description of the game project:
Dengue Fever


Aedes aegypti mosquito

The dengue fever is an arboviral disease with very uncomfortable symptoms, it            
has low mortality, but there has been a significant increase in the number of cases.              
Especially in Brazil and other countries where the weather provides perfect conditions            
for the proliferation of its main vector, the mosquito ​aedes aegypti.
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There is two types of Dengue fever, the “traditional” and a more aggressive type,              
called ​Dengue hemorrhagic fever or just ​Severe Dengue ​. It is a debilitating disease,            
causing high fever and at least two of the symptoms:
● Severe headache
● Severe eye pain (behind eyes)
● Joint pain
● Muscle and/or bone pain
● Rash  
● Mild bleeding (nose or gum bleed, petechiae, or easy bruising)
● Low white cell count
Those symptoms might be mistaken for flu, which causes some cases to never be              
properly diagnosed. For the cases where the temperature declines 3 to 7 days after the              
symptoms first appeared, it is imperative to watch for the signs that the case might be                
getting worse and turning to the aggressive type, the ​dengue hemorrhagic fever ​. Those            
signs include:
-severe abdominal pain or persistent vomiting
-red spots or patches on the skin
-bleeding from nose or gums
-vomiting blood
-black, tarry stools (feces, excrement)
-drowsiness or irritability
-pale, cold, or clammy skin
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-difficulty breathing
The symptoms for the two dengue types are similar, and the change in            
temperature is also small, but the aggressive type, the ​dengue hemorrhagic fever ​,            
demands medical attention, so it is imperative to look for an emergency room or the              
closest health care provider if there is any suspicion of having it.
Subsequent infections and a low immune system are believed to increase the            
chances of the Dengue hemorrhagic fever.
As the name implies, this variant can cause bleeding, which may lead to a failure              
of the circulatory system and death. There is no specific medication, the treatment            
consists mainly of fluid replacement therapy.  
It is important for both variants of the disease, to avoid analgesics containing ibuprofen,              
Naproxen or aspirin as those substances can increase the risk of bleeding.
Malaria


anopheles mosquito

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Malaria is a life threatening blood disease transmitted to humans by the mosquito            
Anopheles ​. It is an acute febrile disease, with symptoms appearing usually 10 to 15              
days after the infective mosquito bite. They include fever, headache and chills and            
might be mild and difficult to identify as Malaria. Notwithstanding, if left untreated within              
24 hours, it might progress to severe illness often leading to death.
The parasites of Malaria in mosquitoes belong to the ​Plasmodium ​genus, five            
types of ​Plasmodium ​can infect humans. Typically, once infected, the parasites multiply            
in the host’s liver, then they infect and destroy red blood cells. Different types of the                
parasite reproduce and multiply in different rates, which in turn changes how quickly the              
symptoms escalate and how severe the case is.
Chikungunya

Aedes albopictus mosquito

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Chikungunya is a viral disease transmitted to humans by female mosquitoes,          
most commonly the ​Aedes aegypti and the ​Aedes albopictus. Main symptoms are fever            
and severe joint pain, but it might also cause muscle pain, headache, nausea, fatigue              
and rash. Treatment is focused on relieving the symptoms, there is no cure.

Dog Heartworm
Heartworms are a common disease in dogs throughout the United States, they            
are transmitted by mosquitoes, they are very difficult to cure but 100% preventable.            
Once mature, the heartworms live in the heart and in large blood vessels in the lungs.
Preventive treatment is made with medication and should start at 6 or 8 weeks of age.
Rare cases of human infection have been reported but this cases are not considered to              
be a risk for human health, transmission from dogs to humans is not possible.  

Yellow Fever

Yellow fever is an acute viral hemorrhagic disease transmitted by mosquitoes.          
The yellow in the name refers to the jaundice that affects some patients. The symptoms              
include fever, headache, jaundice, muscle pain, nausea, vomiting and fatigue. Some          
patients experience severe symptoms and half of those die within 10 days.
There is an extremely effective vaccine, safe and affordable. A single dose of the              
vaccine provides lifelong immunity within 10 to 30 days for 99% of people vaccinated.              
Booster doses are not necessary.
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However it is difficult to diagnose, the severe cases might be confused with            
severe Malaria, leptospirosis, viral hepatitis, other hemorrhagic fevers, infection with          
other flaviviruses and poisoning.  

Eastern Equine Encephalitis (EEE)


Coquillettidia perturbans ​ mosquito

Culex ​mosquito

Eastern Equine Encephalitis is another disease spread in horses and humans,          
transmitted by mosquitoes that feed on both birds and mammals such as Aedes,            
Coquillettidia and Culex. It is part of the most serious group of mosquito-borne            
arboviruses that can affect the central nervous system and cause severe complications,            
even death. Symptoms vary between none and mild flu-like illness with fever, headache            
and sore throat. More serious infection of the central nervous system lead to sudden              
fever and severe headache, followed by seizures and coma. About half the patients with              
the more severe infection die or have some kind of permanent brain damage requiring              
lifetime institutional care. There is no specific treatment. There is a vaccine for horses              
but not for humans.

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St. Louis Encephalitis

St. Louis Encephalitis is transmitted from birds to mammals by infected          
mosquitoes, mainly some ​Culex ​ species.
The incubation period ranges from 5 to 15 days (the time from the infected              
mosquito bite to the onset of the illness), symptoms are usually abrupt, and include              
fever, headache, dizziness, nausea and malaise. Signs and symptoms intensify over          
several days to a week, most people spontaneously recover after this period, others            
develop signs of central nervous system infection, including stiff neck, confusion,          
disorientation, dizziness, tremors and unsteadiness. Coma can develop in severe          
cases.
Like the EEE there is no vaccine. Less than 1% of the cases is clinically apparent                
and the majority of the cases remain undiagnosed.

West Nile Virus
West Nile Virus is a flavivirus disease with more than 70 identified viruses.            
Similar to other encephalitis it is cycled between mosquitoes and birds and transmitted            
to mammals by infected mosquitoes. It might be less severe with symptoms including            
fever, headache, tiredness and aches or a rash. Like a flu this could take a few days or                  
several weeks, usually something around 30 and 60 days. The more severe types on              
the other hand, are grouped as “neuroinvasive disease” which affects the brain.

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Zika
Zika is another virus disease transmitted by the mosquito ​Aedes aegypti.          
Symptoms are usually mild and include fever, muscle pain, rash, conjunctivitis, malaise            
or headache. Most people infected do not develop symptoms, which causes the disease            
to go unnoticed in many cases.
Zika causes congenital malformations, known as congenital Zika syndrome, it          
might cause infants to be born with microcephaly, and is also associated with other              
pregnancy complications such as miscarriages and preterm birth.
There is no treatment for Zika virus infection or its associated diseases.
The virus is also transmitted by unprotected sex.


Other Facts about the mosquitoes

Several factors can influence how the mosquitoes choose their prey, it is true            
some people are more susceptible to bites, blood type, sweat, CO2, compounds            
produced by bacteria present on our skin, all have some relation with how they are              
attracted.  
But it is only the females that bite humans and other animals. They do not do this for                  
their own nutritional needs, but they need the protein in our blood to develop their eggs.                
Males can feed of flower nectar.
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The mosquito has a mouthpart called proboscis, much like a hypodermic needle,            
that they use to probe in search for a capillary to suck our blood. In this process they                  
inject their saliva which prevents blood from coagulating and has anesthetic properties            
so we do not notice their work, it is with the saliva that they transmit the diseases into                  
our bloodstream.
Although mosquitoes seem to cause only problems, they do have their purpose, their            
larvae is food for many fish and other aquatic creatures and the adults are prey to bats,                
birds and spiders.
Unfortunately there is not an absolute solution to be free from mosquitoes, but to              
make your own backyard less hospitable to them, the best to do is to eliminate standing                
water and recipients where rain can create standing water, which is where they breed.              
Another interesting approach is to use plants to repel them, marigolds, for example, give              
off a fragrance they do not like, it is a great way to avoid using chemical insecticides to                  
keep them off your yard.  

Learning Unreal from a Unity3D background

The unity API, the assortment of functions provided in C# for the development of              
the game is very user friendly. The majority of the game engine was conceived as a                
collection of game components that can be combined independently, giving users the            
freedom to use only the game components they need. This also results in a              
documentation that is reasonably easy to navigate. Functions are usually found in the            
Epidemic Vectors 14 of 29
expected game components, since they tend to be specialized in their objectives. For            
example, the collider component has all the functionality for collisions and with it, it is              
possible to handle physics collisions and trigger or overlap events for any game object              
with that component.
In the Unreal API on the other hand, the functions are tightly coupled, usually              
taking advantage of something called ​inheritance ​, where specialized classes from the          
same parent class have all the functionality of the parent in addition to its own functions                
and attributes. This structure is great for maintenance and code optimizations. For first            
time users though, it can sometimes lead to longer times to find the exact function that                
needs to be used. When viewing the documentation for example, one might miss            
functions that are in a different module, higher or lower in the inheritance hierarchy, and              
it can therefore be difficult to see the full scope of a component because their              
functionality is not centralized in a single module. This can result in spending precious              
extra time when using C++.  
To be fair, this is only a problem when using code exclusively, since Visual              
Studio can rarely parse the entire code precisely for the auto complete to fully work,              
which could give users the entire collection of functions available for an object. There is              
no reason to create an entire project strictly with code, most projects will be a mix of                
code and blueprints, a visual way of programming designed by Epic to attract people              
averse to coding the traditional way. Depending on what feature is being designed, both              
code and blueprint might offer downsides and advantages. It is possible to do            
everything with both, but for more complex systems such as AI and the player              
Epidemic Vectors 15 of 29
controller, a good C++ code can give a clearer and more concise version, in such cases                
it is difficult to keep the blueprint clear and not cross all the connecting lines creating                
something difficult to maintain and understand.
Blueprints are faster to create though, and do not require the user to compile the              
code. When programming with blueprints the editor will search for all the matches of the              
functions the user is entering, a similar code autocomplete that searches and provides            
the entire scope of matching functions for a given object, this gives first time users as                
much speed as Unity. Using blueprints is a good way to speed up the process and find                
the best options for a given feature, then, after the first prototype it might be worth to                
convert the blueprint in C++ code in case it is a complex algorithm.

Resources and References

The project was influenced by an urge to create both a fun game and a tool to                
spread awareness about mosquito transmitted diseases. As inspirations for the          
gameplay, several third person action games were studied and considered. From the            
disease awareness objective, articles about the diseases transmitted, ways to control          
mosquito population and even ways to try to keep mosquitoes at a distance were              
considered and used somehow in the story.



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Prior Art
Devil May Cry (DMC)

Devil May Cry is an action-adventure hack and slash third-person shooter video            
game series developed by Capcom and created by Hideki Kamiya ​. Dante and Vergil are              
sons of a legendary demon slayer called Sparda. They have mixed blood with demons              
and that gives them some special powers normal humans would not have. The game is              
played with Dante, culminating in a battle against Vergil and the demon that was              
controlling the world. The following features of this game inspired the design of my              
project:

● Stylish action - the game rewards players who succeed in chaining the            
biggest attack sequences, avoiding damage from the enemies. The        
animations and visual effects provide satisfactory feedback, emphasizing        
how powerful Dante is.

● Fast and fluid - the speed of the attacks and the general movement of the              
player reminds players they are not normal humans, they can dash          
forward and traverse big paths quick and smoothly.

● No mercy - the speed and flow of the combat and the movement are              
reinforced by the grappling hook, a weapon that allows players to move            
Epidemic Vectors 17 of 29
quickly, reach difficult places and chain even bigger attack sequences,          
bringing back in slash range enemies that were just sent flying by your            
sword slashes.

Ninja Gaiden Yaiba

This is an action game following an alternative story from the main ​Ninja Gaiden              
series. The game is played as Yaiba, a ninja that challenged the famous Ninja Gaiden              
Ryu Hayabusa and then was killed in battle. Yaiba returns from Hell seeking revenge              
and fighting hordes of zombies in a succession of bizarre enemies.

● Stylish action was also an objective in this game, with several attack            
combinations and options to take down your enemies.

● Use enemies as weapons - the player can grab enemies with his short            
range grappling hook and use them to fight, doing even more damage            
than normal weapons.

● Not so fluid - this game is a good example of how important a third person                
camera is. The animations and weapons were well designed, the visual          
effects, but it did not reached its full potential due to a fixed, not fixed              
camera point of view. In this game the camera moves according to the            
space where you are, zooming in and out to show big areas or show the              
detail of the action in small corridors. Unfortunately that made the combat            
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not so fluid, because sometimes it is impossible to see the enemies and            
who is about to attack.


Nioh
An ​action role-playing game where the player is a foreign samurai fighting all            
kinds of Yokai (japanese Demons), he is one of a very few people who can see them.                
Player needs to basically save the world from the Yokai.

● One-o-one fights - Nioh places heavy emphasis in this kind of battle, even            
in the middle of the levels, some fights are mini boss fights, player fights              
just one enemy on a big environment and it is designed to be a hard fight.                
It makes the fights have more importance as opposed to when the player            
is fighting waves of weak opponents.

● Unforgiving - Nioh is a hard game, compared to Dark Souls, where dying            
is one of the normal paths to learn the game. The enemies can normally              
kill with just one blow unless the player have 100% of his life.

Guiding spirit - The experience of dying is not pleasant, the enemies are            
respawned and the player needs to defeat all of them every time he dies. But              
Nioh tried rewarding players who could return to their place of demise by making              
your guardian watch over your grave. The player recovers experience and points            
when reuniting with his guardian.
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Development

The game was designed using the Unreal Engine Release 4.2.  

After a very early prototype there was a playtest session with the entire MFA              
cohort. The feedback from this playtest was very well aligned with the directions the              
project was going for. At such early stage in development, some of the core elements of                
the game were not available to play and receive feedback, and some of the missing              
features were taken as points of attention.

An initial rough first level was designed to receive feedback, but without the other              
elements, specially a tutorial system and a more gradual difficulty ramp, it was received              
as a very difficult, possibly frustrating level.  
The design of the environment was also not available to be evaluated but it              
brought attention about how it could be made, which led to the decision to use of the                
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very high quality material Epic has just released, in particular the Soul Cave and the              
Soul City, environment asset packages that feature the very elements needed for the            
first cave maze level and the climax of the story, a big fight in an urban environment.

A general concern that also resonated with the audience was about how to tie              
very closely together an action game and the bigger mission of the game, which is to                
bring more awareness about mosquito transmitted diseases, such as the Dengue          
Fever.  
One of the main mechanics of the game is fighting, which does not really relate to the                
bigger goal of the game, so other systems were envisioned to address that:

● the physics puzzles to basically turn upside down any containers that might            
accumulate water;  
● the “water purge”, which is a fancy move to stab water puddles with your fire lit                
glowing sword making the water inside to evaporate, which prevents more          
mutations from spawning from those points;
● interactive eggs, which must be hunted and quickly destroyed.

Another concern also voiced in feedback was about player engagement, the          
proposed solution is to give different actions and challenges for the player, some            
platforming action, physics puzzles, stealth missions and different behaving enemies.

Epidemic Vectors 21 of 29
After this initial playtest, a considerable amount of time was spent to finish the              
implementation of the most important skills for the player, artificial intelligence for the            
mutations for both navigating the level, doing basic waypoint patrol and fighting the            
player.

The next step in development was devoted to level layout, and at this point the              
scope of the project had to be reevaluated. The result is a 3 level game that can be                  
finished in about 10 minutes, which is the amount of time expected for our target              
audience to have in events such as the USC games expo. It gives closure of the story                
and allow users to experience and receive the entire message of the game, even in this                
very short format.  

Avoiding Player Fatigue
Every game has a basic game loop, but in order to create a good action game, it                
is important to avoid too much repetition, which can make the players to be tired of your                
game, the so called player’s fatigue. Good game design makes the player forget time, to              
be completely immersed in the experience, engaged to learn other systems and to solve              
the challenges posed by the game.  
There are a number of techniques to keep player engagement and general            
interest high in games, from giving different challenges and skills throughout the game,            
different kinds of gameplay, alternating between heavy action and rewarding          
sequences, cutscenes, innovative puzzles, they all help and are tools game designers            
Epidemic Vectors 22 of 29
can use, but there is no formula to balance all these different moments and techniques              
to make a memorable game that just “feels right”. It needs to be custom made and                
heavily playtested to achieve a good balance.

In Epidemic Vectors the approach taken involved:
● A good number of skills for both combat and movement for the player character;              
to give freedom and choices when fighting and to try to make movement more              
interesting avoiding moments the player walks endlessly to find his objectives.
● Different types of enemies, specifically designed to test specific player skills; to            
teach and explore the many skills the main character possess.
● Level design based on story, player skills and combat to augment and improve            
encounters and player experiences.

The development of the game started with what skills would be more interesting            
for combat. Then, having the ability to traverse the levels quickly was also important to              
be able to reach and out maneuver the flying mosquitoes with a robot that could not fly.                
And to avoid long walks and moments where the players are walking without knowing              
where or what to do. It was important for the game to be interesting to traverse, even                
when no enemies were visible.
From there, the level design and the mosquito classes were designed to support and              
challenge the player, the story and the mission of the game.

Epidemic Vectors 23 of 29
The Power of Constraints

Flying is something that has always fascinated humankind, in one of the very first              
game prototypes the player character was able to fly whenever he wanted. There were              
plans to give this feature some limitations, but having the ability to fly at will was the                
main idea. Playtesting this version revealed the flight even though interesting was not            
nearly as powerful as it was intended.  
Playtesting, investigation and reflection allowed the conclusion that being able to          
fly at will was the core reason why flying at will was not interesting.
In comparison, in games where the player character does not have this skill, or where              
players can only fly for a limited amount of time, it is a very desirable skill to have,                  
maybe because of the same reason it fascinates us, it is something we are just not                
capable of doing, this limitation makes it all the more desirable. We wish we could, and                
this is one of the main reasons superheroes are so popular, the desire to be more, and                
to do what we cannot do is fascinating.
Limiting the player character to not be able to fly at will, yet be able to air jump                  
once and combine the grappling hook and the mutation throw to “fly” for brief moments              
made it much more interesting. Whenever in air the player feels the danger of falling,              
this big and constant tension is lost with the fly at will approach.

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The World Impact “currency”

One of the biggest motivations for the game, to help not only with the awareness              
about the diseases, but also to prompt action, was the World Impact points system.
The main idea is to reward players who are in fact helping to eliminate the most                
desirable spots for the mosquitoes to breed, small bodies of standing water.  
Players would upload pictures of puddles of water or places that could turn into a              
little water pool after a rain both before and after their interventions. The system in              
game would allow photo uploads and viewing and voting other users photos to validate              
their World Impact. Giving the users this task of voting each other photos would allow              
the system to work without implementing complex algorithms for image recognition and            
processing.  
Considering the nature of the photos is expected to be completely not standard            
and vary to a very high degree, making an automatic system for ranking and validation              
is a challenge bordering the impossible.
The World Impact of each user would work then as a currency, allowing robot              
customizations and other cosmetic features not changing gameplay and skill. Players          
with the highest World Impact would also be recognized in the leaderboards, making            
players famous inside the game community, by showing everyone the top 5 users            
acting for the good of the world.
The system was not implemented in this prototype version, both for time            
constraints and for the lack of a “foolproof” mechanism for the photo uploading feature.
Epidemic Vectors 25 of 29
The mechanism should address a concern raised in early discussions, unfortunately          
there is always people willing to explore and even vandalize any system. These ill              
intended people might explore the photo uploading feature to upload potentially harmful            
and mature content.
A potential low cost contingency plan would be to share the photos and integrate              
the game with the Facebook api, trusting the big giant to use its censoring algorithms to                
protect against bad users and fake accounts. This is an option that needs further              
investigations to understand how well it could actually work.

Future Development

The original idea for the game had more enemy classes, the main mutation            
would be able to change and command different insects, not just mosquitoes. The story              
was supposed to develop in a slower pace, diving deeper into the anticipation for the              
final encounter with the main mutation. To create the feeling that it is intelligent, and it is                
Epidemic Vectors 26 of 29
the “mastermind” behind all the other insect mutations coming after the player. There            
was a vision of a much stronger final encounter with the main mutation, making it              
appear, provoke and frustrate the player in almost all the many levels initially            
envisioned.
Another aspect that had to be simplified was the pace of the growing of the              
mutations. Starting with small normal sized mosquitoes and going to huge beasts would            
change the gameplay considerably and give interesting opportunities to make the          
environments play a bigger role in the game.
Those were the initial objectives. In the future a possible remake with these            
objectives in mind or to start where the story ended, going deeper into the science              
fiction side and expanding the reach of the genetic mutation to also affect humans are              
both interesting paths to take.
A vital system to be implemented is the World Impact.

More updates can be found on: http://www.bushidobots.com/#vectors







Epidemic Vectors 27 of 29
Bibliography/References

Mosquito-Borne Diseases - American Mosquito Control Association. (n.d.).
Retrieved April 1, 2019, from ​ ​https://www.mosquito.org/page/diseases

A bonus benefit: Improving cognitive control with Action Games
Steenbergen, L., Sellaro, R., Stock, A.-K., Beste, C., & Colzato, L. S. (2015).
Action Video Gaming and Cognitive Control: Playing First Person Shooter
Games Is Associated with Improved Action Cascading but Not Inhibition.
PLOS ONE ​, ​10 ​(12), e0144364. ​ ​https://doi.org/10.1371/journal.pone.0144364


How educational games can bring about social impact
Jiménez, O. (2015). Leveraging the Social Aspect of Educational Games. ​Theory
Into Practice ​, ​54 ​(2), 101–108.
https://doi.org/10.1080/00405841.2015.1010845


Technical challenges and the importance of third person cameras in action games
Schramm, J. (n.d.). Analysis of Third Person Cameras in Current Generation
Action Games, 36.

Epidemic Vectors 28 of 29
The Surprising Reasons Why Mosquitoes Bite Some People While Others Seem
‘Invisible.’ (n.d.). Retrieved April 1, 2019, from Mercola.com website:
http://articles.mercola.com/sites/articles/archive/2015/08/08/why-mosquitoes-bit
e.aspx

Dengue | CDC. (2019, January 15). Retrieved April 1, 2019, from
https://www.cdc.gov/dengue/index.html

Malaria: Symptoms, treatment, and prevention. (n.d.). Retrieved April 1, 2019, from
Medical News Today website:
https://www.medicalnewstoday.com/articles/150670.php

Zika virus. (n.d.). Retrieved April 1, 2019, from
https://www.who.int/news-room/fact-sheets/detail/zika-virus

WHO | Dengue/Severe dengue frequently asked questions. (n.d.). Retrieved April 1,
2019, from WHO website: ​ ​http://www.who.int/denguecontrol/faq/en/

Appendices
Caroline Cox (Journal of Pesticide Reform, 2002, Spring)
PYRETHRINS/PYRETHRUM | Insecticide fact-sheet | Northwest Coalition for
Alternatives to Pesticides/NC. Retrieved April 1, 2019, from
Epidemic Vectors 29 of 29
https://d3n8a8pro7vhmx.cloudfront.net/ncap/pages/26/attachments/original/142
8423441/pyrethrinspyrethrum.pdf?1428423441

Lakna. (2018, February 25). Difference Between Culex and Anopheles | Definition,
Facts, Role, Similarities and Differences. Retrieved April 1, 2019, from
Pediaa.Com website:
http://pediaa.com/difference-between-culex-and-anopheles-mosquito/ 
Abstract (if available)
Abstract “Mosquito vectored diseases include protozoan diseases, i.e., malaria, filarial diseases such as dog heartworm, and viruses such as dengue, encephalitis and yellow fever” (American Mosquito Control Association). One of the most effective ways to prevent all those diseases is vector control, i.e. to control the mosquito population, by eliminating bodies of standing water, where the mosquitoes breed. It is especially important in tropical countries, with high rainfall and warm weather, which provides perfect conditions for the reproduction of the mosquitoes. Creating a game to help raising awareness about the diseases and motivate people to act on it is the main objective of this thesis. In Epidemic Vectors, besides literally fighting the giant mosquito mutations, players combat them as we would in the real world, by destroying eggs and standing water. The objective is to demonstrate and to motivate people to do the same in their houses. In this thesis document I describe and reflect on the process of researching mosquitoes and the diseases they carry, and on creating the game. 
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University of Southern California Dissertations and Theses
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University of Southern California Dissertations and Theses 
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Asset Metadata
Creator Batista, Daniel (author) 
Core Title Epidemic vectors: an action game about mosquito-transmitted disease prevention 
School School of Cinematic Arts 
Degree Master of Fine Arts 
Degree Program Interactive Media 
Publication Date 04/28/2019 
Defense Date 05/08/2019 
Publisher University of Southern California (original), University of Southern California. Libraries (digital) 
Tag chikungunya,dengue fever,disease awareness,disease prevention,malaria,mosquito population control,OAI-PMH Harvest,third person action game,yellow fever,Zika virus 
Format application/pdf (imt) 
Language English
Contributor Electronically uploaded by the author (provenance) 
Advisor Wixon, Dennis (committee chair), Fullerton, Tracy (committee member), Watson, Jeff (committee member) 
Creator Email danielbatista.contato@gmail.com 
Permanent Link (DOI) https://doi.org/10.25549/usctheses-c89-152071 
Unique identifier UC11660353 
Identifier etd-BatistaDan-7303.pdf (filename),usctheses-c89-152071 (legacy record id) 
Legacy Identifier etd-BatistaDan-7303.pdf 
Dmrecord 152071 
Document Type Thesis 
Format application/pdf (imt) 
Rights Batista, Daniel 
Type texts
Source University of Southern California (contributing entity), University of Southern California Dissertations and Theses (collection) 
Access Conditions The author retains rights to his/her dissertation, thesis or other graduate work according to U.S. copyright law.  Electronic access is being provided by the USC Libraries in agreement with the a... 
Repository Name University of Southern California Digital Library
Repository Location USC Digital Library, University of Southern California, University Park Campus MC 2810, 3434 South Grand Avenue, 2nd Floor, Los Angeles, California 90089-2810, USA
Tags
chikungunya
disease awareness
disease prevention
mosquito population control
third person action game
yellow fever
Zika virus