Puppy island: theory-driven design of a serious game for young children with cystic fibrosis

Michael McEwan, Cody J. Phillips, Peta Wyeth, Daniel M. Johnson
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引用次数: 3

Abstract

This paper outlines the theory-driven design and development of Puppy Island, a serious game for children aged three to five who are living with the chronic illness cystic fibrosis. Puppy Island differs from typical serious games, as its central learning and design objectives relate to long-term wellbeing and empowerment rather than short-term knowledge transfer. The Early Years Learning Framework and Self-Determination Theory informed the design and development of the iPad prototype, while domain experts from industry, academia and the broader cystic fibrosis community were consulted to establish user requirements and evaluate the iterative designs. We analyse the development process, domain expert feedback, and how the game's features relate to core theoretical pillars in order to highlight key lessons that can be applied to future work on serious games with comparable aims or target audiences.
小狗岛:为患有囊性纤维化的儿童设计的一款严肃游戏
本文概述了小狗岛的理论驱动设计和开发,这是一款针对患有慢性囊性纤维化疾病的3至5岁儿童的严肃游戏。《Puppy Island》不同于典型的严肃游戏,因为它的核心学习和设计目标与长期福祉和授权有关,而不是短期的知识转移。早期学习框架和自我决定理论为iPad原型的设计和开发提供了信息,同时咨询了来自工业界、学术界和更广泛的囊性纤维化社区的领域专家,以确定用户需求并评估迭代设计。我们分析了开发过程,领域专家的反馈,以及游戏功能与核心理论支柱的关系,以便突出可以应用于未来具有类似目标或目标用户的严肃游戏的关键经验教训。
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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