游戏化和评估问题结构:生成决策目标的纸牌游戏工作坊

IF 2.3 Q3 MANAGEMENT
Alice H. Aubert , Jennifer McConville , Sara Schmid , Judit Lienert
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引用次数: 0

摘要

严肃游戏、游戏化或基于游戏的干预越来越多地被用作辅助参与性决策过程的工具,但它们的评估通常不是很严格。因此,基于游戏的干预是否真的有益还不清楚。我们专注于以下首要问题:基于游戏的干预如何有效地支持决策过程。我们用一个说明性的案例来思考这个问题。使用一个已发表的框架,提出基于游戏的干预设计过程及其评估是相互交织的,我们同时设计了(1)基于游戏的干预,特别是纸牌游戏和使用纸牌游戏的工作坊结构,以及(2)其评估程序,制定评估问题并根据文献提出测量工具。我们在一个有10名学生的小型试点研究中预先测试了评估程序。我们说明了在可持续废水管理决策过程中使用设计框架进行干预,以产生目标。通过我们的说明案例,我们确定了未来关于设计基于游戏的干预措施和评估其有效性的研究机会。我们发现有可能解决参与性决策过程中基于游戏的干预的双重挑战:(1)设计一个信息丰富且引人入胜的基于游戏的干预,而不告诉参与者该怎么想;(2)设计一个量身定制的评估程序。同时设计基于游戏的干预和评估是有价值的,因为两者是紧密交织在一起的。然而,进行评估是要求很高的,需要科学家的合作努力,包括跨越学科界限。例如,数据收集工作可以分配给不同的研究小组,以增加样本量。这将允许包括对照治疗和更广泛地覆盖混杂因素的变异范围。所有材料都是公开的,以促进未来的合作研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Gamifying and evaluating problem structuring: A card game workshop for generating decision objectives

Serious games, gamification, or game-based interventions are increasingly used as tools to aid participatory decision-making processes, but their evaluation is often not very rigorous. Therefore, it is still unclear whether game-based interventions are really beneficial. We focused on the following overarching question: how effective are game-based interventions specifically designed to support decision-making processes. We used an illustrative case to reflect on this question. Using a published framework proposing that design processes of game-based interventions and their evaluation are intertwined, we designed simultaneously (1) a game-based intervention, specifically a card game and a workshop structure in which this card game is to be used, and (2) its evaluation procedure, formulating evaluation questions and proposing measure instruments based on the literature. We pre-tested the evaluation procedure in a small pilot study with 10 students. We illustrate the use of the design framework for an intervention to generate objectives in a decision-making process about sustainable wastewater management. Through our illustrative case, we identify future research opportunities about designing game-based interventions and evaluating their effectiveness. We found that it is possible to address the dual challenge of game-based interventions for participatory decision-making processes: (1) designing an informative and engaging game-based intervention without telling participants what to think and (2) designing a tailored evaluation procedure. Designing the game-based intervention and its evaluation simultaneously is valuable, because both are strongly intertwined. However, conducting the evaluation is demanding and requires the collaborative efforts of scientists, including across disciplinary boundaries. For instance, the data collection effort could be distributed among different research groups to increase sample size. This would allow including control treatment(s) and covering the variation span of the confounding factors more broadly. All material is made openly available to foster collaborative future research.

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来源期刊
CiteScore
2.70
自引率
10.00%
发文量
15
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