让电子游戏对运动神经元疾病患者更具包容性:范围审查

Q2 Medicine
Ben O'Mara, Matthew Harrison, Kirsten Harley, Natasha Dwyer
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引用次数: 0

摘要

背景:有证据表明,运动神经元疾病(MND)患者通过电子游戏寻找乐趣和社会联系。然而,与mnd相关的障碍会让游戏变得具有挑战性,加剧无聊感、压力、孤立感,并失去对日常生活的控制。目的:我们整理证据,描述相关的研究和实践,这些研究和实践可能有助于减少MND患者玩电子游戏时的困难。方法:使用Arksey和O'Malley框架,最近的范围审查指南,并与有MND生活经验的人进行范围审查。同行评议的研究来自PubMed和斯威本科技大学图书馆。灰色文献来自政府、非营利组织、商业和社区网站。从收集的文献中提取和总结数据。结果:证据基础包括定量和定性研究、生活经验故事、信息资源、综述和指南,包括85篇文献。只有8个(9%)直接针对电子游戏和MND患者;然而,这些研究在深度和质量上都是有限的。研究的主要技术包括用于计算机系统(包括台式机、笔记本电脑、智能手机、平板电脑和控制台系统)的通信和控制的定制信息和通信技术,以及视频游戏软件和硬件(包括手动控制器和可访问功能,如难度等级、速度和可重新应用的按钮和控制)。证据基础中的常见因素突出了MND患者享受电子游戏的障碍和推动因素。这些挑战包括技术、物理、社会和经济挑战。解决这些问题需要MND患者更多地参与游戏和技术研发。需要改变信息和通信技术、游戏软件和硬件、政策和指导方针,以更好地满足他们的需求。结论:在理解MND患者与电子游戏的生活体验以及如何让他们更轻松地玩游戏(游戏邦注:包括适当的技术定制和游戏的社交体验)方面存在很大差距。这一差距使玩家长期被排斥在游戏社区和娱乐活动之外,潜在地加剧了社交孤立。现有证据为未来的研究和实践提供了可行的选择。电子游戏和信息与通信技术的研发必须优先考虑对MND患者进行适当规模的定性和定量研究,重点关注生活体验,使用改进的参与者参与技术,并以用户为中心设计更具包容性的游戏。实际工作需要提高人们对如何让游戏更具包容性的认识,包括在游戏制作过程的早期融入易用性,在游戏制作的早期融入易用性,以及为定制界面和其他游戏设备提供可负担的选择。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Making Video Games More Inclusive for People Living With Motor Neuron Disease: Scoping Review.

Background: Evidence suggests that individuals with motor neuron disease (MND), a terminal illness, find enjoyment and social connection through video games. However, MND-related barriers can make gaming challenging, exacerbating feelings of boredom, stress, isolation, and loss of control over daily life.

Objective: We scoped the evidence to describe relevant research and practice regarding what may help reduce difficulties for people with MND when playing video games.

Methods: A scoping review was conducted using the Arksey and O'Malley framework, recent scoping review guidance, and engaging with people with lived experience of MND. Peer-reviewed studies were sourced from PubMed and the Swinburne University of Technology Library. Gray literature was identified from government, not-for-profit, commercial, and community websites. Data were extracted and summarized from the collected literature.

Results: The evidence base, consisting of quantitative and qualitative research, lived experience stories, information resources, reviews, and guidelines, included 85 documents. Only 8 (9%) directly addressed video games and people with MND; however, these studies were limited in depth and quality. The primary technologies examined included customized information and communications technology for communication and control of computing systems (including desktop, laptop, smartphone, tablet, and console systems) and video game software and hardware (including hand controllers and accessibility features, such as difficulty level, speed, and remappable buttons and controls). Common factors in the evidence base highlight barriers and enablers to enjoying video games for people with MND. These include technological, physical, social, and economic challenges. Addressing these requires greater involvement of people with MND in game and technology research and development. Changes to information and communications technology, game software and hardware, policies, and guidelines are needed to better meet their needs.

Conclusions: There is a significant gap in understanding the lived experience of people with MND with video games and what makes playing them easier, including appropriate customization of technology and the social experience of games. This gap perpetuates exclusion from gaming communities and recreation, potentially worsening social isolation. Existing evidence suggesting viable options for future research and practice. Video game and information and communications technology research and development must prioritize qualitative and quantitative research with people with MND at an appropriate scale, with a focus on lived experience, use of improved participant engagement techniques, and user-focused design for more inclusive games. Practical work needs to increase awareness of what can help make games more inclusive, including incorporation of accessibility early in the game production process, early incorporation of accessibility in game production, and affordable options for customized interfaces and other devices to play games.

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CiteScore
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