在实践中开发基于游戏的电子健康设计:4 阶段游戏设计流程。

IF 2 Q3 HEALTH CARE SCIENCES & SERVICES
Frederiek de Vette, Aurora Ruiz-Rodriguez, Monique Tabak, Wendy Oude Nijeweme-d'Hollosy, Hermie Hermens, Miriam Vollenbroek-Hutten
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引用次数: 0

摘要

背景:游戏作为一种用户参与策略,越来越多地应用于电子健康领域。电子健康所针对的最终用户和目标多种多样。因此,确定能够推动和维持用户参与的游戏内容具有挑战性。游戏设计过程和激励策略的更多开放性将有助于研究人员和未来基于游戏的应用程序的设计者:本研究旨在通过一个案例研究(针对独立生活和积极养老的个性化信息通信技术支持服务 [PERSSILAA]),深入探讨我们在实践中开发基于游戏的电子保健的方法。PERSSILAA 是一个自我管理平台,旨在通过为老年人提供健康营养、体能和认知训练等方面的培训模块,帮助他们保持健康的生活方式,从而消除身体虚弱。我们详细介绍了整个游戏设计过程,并展示了所采用的激励策略:我们介绍了基于游戏的电子保健过程中的四个游戏设计阶段:(1)最终用户研究;(2)概念化;(3)创意设计;(4)完善(即原型设计和评估):首先,168 名参与者参加了最终用户研究,研究结果概述了他们对游戏内容的偏好,并提出了一系列游戏设计建议。我们发现,受老年人欢迎的传统游戏并不一定能很好地转化为吸引人的电子健康概念。建议包括将游戏概念集中在思考、解决问题、变化、发现和成就上,并采用高质量的美学设计。其次,与开发合作伙伴的利益相关者会议提出了利用用户在平台培训模块上的表现指标实现长期参与的战略。这些绩效指标,例如已完成的培训课程或练习,构成了游戏进展的基础。第三,前几个阶段的成果被用于创意设计,以创建游戏 "搁浅!"。用户扮演一个遭遇海难的人,他必须通过完成游戏中的目标来收集救生筏的零件。最后,通过迭代原型设计,形成了基于游戏的应用程序的最终原型。共有 35 名老年人参与了模拟训练模块。最终用户对该应用的赞赏度(74/100)、易用性(73/100)、预期效果和动力(62/100)、使用该应用的乐趣和愉悦度(75/100)以及未来使用预期(66/100)进行了评分,这意味着该应用已准备好供更多人使用:这项研究产生了一款基于游戏的应用程序,其电子健康领域的整个游戏设计过程都被透明地记录在案,其参与策略也是建立在广泛的用户研究基础之上的。我们的用户评估表明,长期参与策略使游戏内容被老年人视为具有吸引力。下一步,需要对用户体验和实际参与游戏的情况进行研究,以支持老年人的自我管理,然后再对其附加值进行临床研究。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Developing Game-Based Design for eHealth in Practice: 4-Phase Game Design Process.

Background: Games are increasingly used in eHealth as a strategy for user engagement. There is an enormous diversity of end users and objectives targeted by eHealth. Hence, identifying game content that drives and sustains engagement is challenging. More openness in the game design process and motivational strategies could aid researchers and designers of future game-based apps.

Objective: This study aims to provide insights into our approach to develop game-based eHealth in practice with a case study (Personalised ICT Supported Services for Independent Living and Active Ageing [PERSSILAA]). PERSSILAA is a self-management platform that aims to counter frailty by offering training modules to older adults in the domains of healthy nutrition and physical and cognitive training to maintain a healthy lifestyle. We elaborate on the entire game design process and show the motivational strategies applied.

Methods: We introduce four game design phases in the process toward game-based eHealth: (1) end-user research, (2) conceptualization, (3) creative design, and (4) refinement (ie, prototyping and evaluations).

Results: First, 168 participants participated in end-user research, resulting in an overview of their preferences for game content and a set of game design recommendations. We found that conventional games popular among older adults do not necessarily translate well into engaging concepts for eHealth. Recommendations include focusing game concepts on thinking, problem-solving, variation, discovery, and achievement and using high-quality aesthetics. Second, stakeholder sessions with development partners resulted in strategies for long-term engagement using indicators of user performance on the platform's training modules. These performance indicators, for example, completed training sessions or exercises, form the basis for game progression. Third, results from prior phases were used in creative design to create the game "Stranded!" The user plays a person who is shipwrecked who must gather parts for a life raft by completing in-game objectives. Finally, iterative prototyping resulted in the final prototype of the game-based app. A total of 35 older adults participated using simulated training modules. End users scored appreciation (74/100), ease of use (73/100), expected effectivity and motivation (62/100), fun and pleasantness of using the app (75/100), and intended future use (66/100), which implies that the app is ready for use by a larger population.

Conclusions: The study resulted in a game-based app for which the entire game design process within eHealth was transparently documented and where engagement strategies were based on extensive user research. Our user evaluations indicate that the strategies for long-term engagement led to game content that was perceived as engaging by older adults. As a next step, research is needed on the user experience and actual engagement with the game to support the self-management of older adults, followed by clinical studies on its added value.

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来源期刊
JMIR Formative Research
JMIR Formative Research Medicine-Medicine (miscellaneous)
CiteScore
2.70
自引率
9.10%
发文量
579
审稿时长
12 weeks
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