Digital Entertaining Health Applications: Researching the Fundamentals of a Cause-Effect Relationship

K. Emmerich, M. Masuch, Ralf Schmidt
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引用次数: 4

Abstract

There are many different approaches on how digital entertaining health applications and particularly health games can be adopted to improve a person's health. In general, they can be effective on a cognitive, behavioral or emotional level, e.g. by providing knowledge, teaching skills, evoking behavioral changes or supporting psychological aspects such as self-efficacy. We illustrate the developmental process of health games and highlight the importance of methodically sound evaluations: The effectiveness of health games is hardly predictable mainly due to largely unknown cause-and-effect relationships between game elements and their impact on the player. Fundamental research in this area could contribute to the effectiveness of entertainment health applications. Furthermore, specific evaluation challenges regarding target group and sample size, evaluation methods and study setting are discussed.
数字娱乐健康应用:研究因果关系的基础
关于如何采用数字娱乐健康应用程序,特别是健康游戏来改善一个人的健康,有许多不同的方法。一般来说,它们可以在认知、行为或情感层面上有效,例如,通过提供知识、教授技能、引起行为改变或支持心理方面(如自我效能感)。我们阐述了健康游戏的发展过程,并强调了系统合理评估的重要性:健康游戏的有效性很难预测,主要是因为游戏元素及其对玩家的影响之间的因果关系很大程度上是未知的。这一领域的基础研究有助于提高娱乐健康应用的有效性。此外,还讨论了具体的评估挑战,如目标群体和样本量、评估方法和研究设置。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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