Adopting Best Practices from the Games Industry in Development of Serious Games for Health

G. Ushaw, Richard Davison, J. Eyre, G. Morgan
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引用次数: 20

Abstract

We describe how developers with extensive experience in the entertainment video game industry approach the creation of rehabilitative games. A key element a game for health shares with a game from the entertainment industry is the ability to engage over long periods of time: the longer a commercial game engages the more popular it becomes, improving its revenue; the longer a game for health is played the more extensive an intervention, improving patient outcomes. As such, having worked on a number of successful titles for over twenty years we explored transferring player engagement techniques in games for entertainment over to games for health. This we achieved in a series of rehabilitative games for different patient conditions and demographics. We present our findings as a number of design and implementation practises that bring a heightened sense of engagement and replay value to games for patients that do not distract from the main health benefit.
借鉴游戏行业的最佳实践开发健康类严肃游戏
我们描述了在娱乐电子游戏行业拥有丰富经验的开发者是如何创造康复游戏的。健康类游戏与娱乐行业游戏的一个关键共同点是,它们都具有长时间的用户粘性:商业游戏的用户粘性越长,它就越受欢迎,从而提高收益;健康游戏进行的时间越长,干预的范围就越广,从而改善患者的预后。因此,在20多年的时间里,我们制作了许多成功的游戏,我们探索了将游戏中的玩家粘性技术转移到健康游戏中。我们通过一系列针对不同患者情况和人口统计数据的康复游戏实现了这一点。我们将我们的研究结果作为一系列设计和实施实践,为患者带来更高的参与感和游戏重玩价值,而不会分散主要的健康益处。
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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