在印度文化背景下,儿童社会发展的有说服力的游戏-人机交互设计方法

Aditya Ponnada, K. Ketan, P. Yammiyavar
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引用次数: 5

摘要

在本文中,我们提出了一种以人为中心的人机交互设计方法,用于与印度文化背景相关的说服性游戏的概念化。所采用的协议过程的核心是对19个印度家庭进行半结构化访谈,这些家庭的父母报告了他们希望以积极的方式改变孩子的某些行为。以Fogg行为模型为基础对家长的反应进行定性评价,发现“缺乏自信”或“害羞”是儿童在使用数字游戏这一媒介时,为了带来积极的改变,最需要孩子做出的行为之一。角色、对象、环境等游戏单位来源于半结构化访谈的现场记录分析。我们使用了一种类似于“Grow-A-Game”的方法来生成游戏概念。最后,我们提出了一个最终的说服游戏概念,旨在给儿童的羞怯和羞怯行为带来积极的变化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Persuasive game for social development of children in Indian cultural context — A Human Computer Interaction design approach
In this paper, we present a Human centered Human Computer Interaction design approach for conceptualization of Persuasive games relevant to Indian cultural context. Core of the protocol process adopted involved semi-structured interviews with nineteen Indian families, where parents have reported certain behaviors, which they wished to change in their children in a positive way. On qualitative evaluation of parents' responses using Fogg's behavior model as the basis, it was found that “diffidence” or “shyness” is one such behavior that demands most from the children in order to bring a positive change using the medium of digital games. The game units such as characters, objects, and environment were derived from the analysis of field notes of the semi-structured interviews. We have used a method analogue to “Grow-A-Game” technique to generate the game concept. Ultimately, we present a final persuasive game concept which is intended to bring about positive changes in children' diffidence and shyness behaviors.
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