Simon Mayr, Lev Ledit, P. Petta, C. Eichenberg, Brigitte Sindelar
{"title":"一款治疗儿童肥胖的严肃游戏","authors":"Simon Mayr, Lev Ledit, P. Petta, C. Eichenberg, Brigitte Sindelar","doi":"10.1109/SeGAH.2016.7586258","DOIUrl":null,"url":null,"abstract":"Serious games employ video game technology to convey serious content, facilitate learning, or initiate behavioral change. A common approach is to combine standard game mechanics with linear content expected to deliver the intended message. In contrast, we advocate an approach centered on player decisions and subjective experience, referring to innovative examples of learning by experience, both analog and digital. We present the design decisions underlying Aquamorra, a serious game to support the treatment of childhood obesity in the light of this approach.","PeriodicalId":138418,"journal":{"name":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"6","resultStr":"{\"title\":\"A serious game to treat childhood obesity\",\"authors\":\"Simon Mayr, Lev Ledit, P. Petta, C. Eichenberg, Brigitte Sindelar\",\"doi\":\"10.1109/SeGAH.2016.7586258\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Serious games employ video game technology to convey serious content, facilitate learning, or initiate behavioral change. A common approach is to combine standard game mechanics with linear content expected to deliver the intended message. In contrast, we advocate an approach centered on player decisions and subjective experience, referring to innovative examples of learning by experience, both analog and digital. We present the design decisions underlying Aquamorra, a serious game to support the treatment of childhood obesity in the light of this approach.\",\"PeriodicalId\":138418,\"journal\":{\"name\":\"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)\",\"volume\":\"21 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-05-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"6\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/SeGAH.2016.7586258\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 IEEE International Conference on Serious Games and Applications for Health (SeGAH)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/SeGAH.2016.7586258","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Serious games employ video game technology to convey serious content, facilitate learning, or initiate behavioral change. A common approach is to combine standard game mechanics with linear content expected to deliver the intended message. In contrast, we advocate an approach centered on player decisions and subjective experience, referring to innovative examples of learning by experience, both analog and digital. We present the design decisions underlying Aquamorra, a serious game to support the treatment of childhood obesity in the light of this approach.