A Digital Games Design for Children Health Promotion and Education in Hong Kong

P. Lee, K. Lau
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引用次数: 1

Abstract

Children health promotion and education relies currently on school promotion and mass media. With the increasing popularity of youngsters' digital game playing phenomenon, a growing possibility of utilizing educational games (Serious Games) for health promotion and education has become promising. Prior research have anticipated that serious games can be a powerful channel that can benefit the young generation, not only for entertainment, but also for communicating health values to change their behaviors in reality. This project investigated the communication design and effects of serious games for promoting and educating health concept with children. Two studies were conducted in this research. In Study 1, the research team investigated how public health message was assimilated into serious games, which affect the health behaviors of children. In Study 2, the team investigated the effects of the serious games on children through a between-group experiment. A 'pre-test/post-test control group' experiment with 180 primary school children in Hong Kong (aged 9 to 12) was conducted. The findings has showed the use of serious games is promising in deliver health promotion and education to children. The result also contribute to academic, professional and educational values for serious game design, health promotion and education.
香港儿童健康促进及教育的数码游戏设计
儿童健康促进和教育目前依靠学校宣传和大众媒体。随着青少年数字游戏现象的日益普及,利用教育游戏(严肃游戏)促进健康和教育的可能性越来越大。之前的研究预测,严肃游戏可以成为一个强大的渠道,不仅可以让年轻一代受益,还可以传达健康价值观,改变他们在现实中的行为。本研究旨在探讨严肃游戏在促进及教育儿童健康观念方面的沟通设计及效果。本研究进行了两项研究。在研究1中,研究小组调查了公共健康信息如何被同化到影响儿童健康行为的严肃游戏中。在研究2中,研究小组通过组间实验调查了严肃游戏对儿童的影响。以180名香港小学生(9至12岁)为研究对象,进行了“测试前/测试后对照组”实验。研究结果表明,使用严肃游戏在促进儿童健康和教育方面是有希望的。研究结果也有助于严肃游戏设计、健康促进和教育的学术、专业和教育价值。
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