心理健康游戏化设计的经验和挑战:Readysetgoals应用的案例研究

Panote Siriaraya, V. Visch, M. V. Dooren, R. Spijkerman
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引用次数: 4

摘要

虽然过去已经认识到将游戏设计技术应用于医疗保健目的的潜在好处,但关于如何创建和在实践中使用这种应用游戏的研究还不多。本文将从设计的角度阐述设计这类游戏的经验和挑战。本文的核心是设计ReadySetGoals的过程,这是一个游戏化的移动应用程序,旨在支持在物质成瘾治疗环境中设定治疗目标。设计过程包括四个关键阶段。1)确定了“转移效应”,然后2)检查了“现实世界”的背景。3)评估不同的游戏化概念,设计“核心游戏化循环”。4)然后对ReadySetGoals进行原型化、用户测试和迭代改进。在设计过程中,出现了三个关键的学习内容:1)通过框架调整利益相关者的期望;2)在游戏世界体验中整合现实世界的治疗方面;3)个性化的价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application
Although the potential benefits of applying game design techniques for healthcare purposes has been recognized in the past, there has not yet been much research on how such applied games could be created and used in practice. This paper presents the learnings and challenges for designing such a game from a research through design perspective. Central in this paper is the process employed to design the ReadySetGoals, a gamified mobile application aimed at supporting therapeutic goal setting within a substance addiction treatment context. The design process involved four key stages. 1) The 'transfer effect' was identified and then 2) The 'Real World' context examined. 3) Different gamification concepts were evaluated and a 'core gamification loop' was designed. 4)The ReadySetGoals was then prototyped, user tested and iteratively refined. During the design process, three key learnings emerged and are discussed: 1) Aligning stakeholder expectations though framing 2)Integrating real world therapeutic aspects in a game world experience and 3) The value of personalization.
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