Children and Young People's Involvement in Designing Applied Games: Scoping Review.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-03-16 DOI:10.2196/42680
Michael John Saiger, Sebastian Deterding, Lina Gega
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引用次数: 1

Abstract

Background: User involvement is widely accepted as key for designing effective applied games for health. This especially holds true for children and young people as target audiences, whose abilities, needs, and preferences can diverge substantially from those of adult designers and players. Nevertheless, there is little shared knowledge about how concretely children and young people have been involved in the design of applied games, let alone consensus guidance on how to do so effectively.

Objective: The aim of this scoping review was to describe which user involvement methods have been used in the design of applied games with children and young people, how these methods were implemented, and in what roles children and young people were involved as well as what factors affected their involvement.

Methods: We conducted a systematic literature search and selection across the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases using State of the Art through Systematic Review software for screening, selection, and data extraction. We then conducted a qualitative content analysis on the extracted data using NVivo.

Results: We retrieved 1085 records, of which 47 (4.33%) met the eligibility criteria. The chief involvement methods were participatory design (20/47, 43%) and co-design (16/47, 37%), spanning a wide range of 45 concrete activities with paper prototyping, group discussions, and playtesting being the most frequent. In only half of the studies (24/47, 51%), children and young people participated as true design partners. Our qualitative content analysis suggested 5 factors that affect their successful involvement: comprehension, cohesion, confidence, accessibility, and time constraints.

Conclusions: Co-design, participatory design, and similar high-level labels that are currently used in the field gloss over very uneven degrees of participation in design and a wide variety of implementations that greatly affect actual user involvement. This field would benefit from more careful consideration and documentation of the reason of user involvement. Future research should explore concrete activities and configurations that can address the common challenges of involving children and young people, such as comprehension, cohesion, confidence, and accessibility.

Abstract Image

儿童和青少年在设计应用游戏中的参与:范围审查。
背景:用户参与被广泛认为是设计有效的健康游戏的关键。这对于儿童和年轻人来说尤其适用,因为他们的能力、需求和偏好与成人设计师和玩家存在很大差异。然而,关于儿童和年轻人如何具体参与应用游戏设计的共识却很少,更不用说如何有效地做到这一点的共识指导了。目的:这一范围审查的目的是描述在儿童和青少年应用游戏的设计中使用了哪些用户参与方法,这些方法是如何执行的,儿童和青少年参与的角色以及影响他们参与的因素。方法:我们使用State of the Art软件对ACM数字图书馆、IEEE Xplore、Scopus和Web of Science数据库进行了系统的文献检索和选择,进行筛选、选择和数据提取。然后,我们使用NVivo对提取的数据进行定性含量分析。结果:共检索到1085条记录,其中47条(4.33%)符合入选标准。主要的参与方法是参与式设计(20/ 47,43%)和协同设计(16/ 47,37%),涵盖了45种具体活动,其中最常见的是纸上原型、小组讨论和游戏测试。在只有一半的研究中(24/47,51%),儿童和年轻人作为真正的设计伙伴参与。我们的定性内容分析提出了影响他们成功参与的5个因素:理解、凝聚力、信心、可及性和时间限制。结论:协同设计、参与式设计和目前在该领域使用的类似高级标签掩盖了设计参与程度的不均匀性和各种各样的实现,这些实现极大地影响了实际的用户参与。这一领域将受益于更仔细地考虑和记录用户参与的原因。未来的研究应该探索具体的活动和配置,以解决涉及儿童和青少年的共同挑战,如理解、凝聚力、信心和可及性。
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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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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