设计一款基于叙述的电子游戏,帮助青少年应对父母的癌症。

Sophia Hamilton, Xubing Hao, Sharon Andrews, Eveyln Roldan, Carlos Martinez, Jane Hamilton, Muhammad Tuan Amith, Licong Cui
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引用次数: 0

摘要

我们开发了一款叙事电子游戏《索菲亚》,让用户沉浸在一个13岁女孩的故事中,她的父亲与胶质母细胞瘤作了18个月的斗争,她在父亲去世后的高中岁月里走向了恢复。这款游戏旨在通过多种游戏模式和关卡,角色和故事结果来吸引青少年应对父母的癌症,以此建立联系并探索疾病,死亡,丧亲之痛和复原力等主题。每个关卡的场景都对应于胶质母细胞瘤疾病的阶段,以及她在没有父亲的情况下度过的青春期里程碑(例如,在学校活动中看到她朋友的父亲,尝试参加运动队,学习开车,申请大学)。我们的下一步是利用利益相关者咨询委员会来审查内容并提出调整建议。最后,我们将评估游戏的可用性、可行性、可接受性、感知以及游戏对经历父母癌症和/或父母因癌症而去世的青少年参与者的影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing a Narrative-Based Video Game for Adolescents Coping with a Parent's Cancer.

We developed the narrative video game Sophia that immerses users in the story of a 13-year-old girl during her father's 18-month battle with glioblastoma and her journey toward resilience during her high school years following his passing. The game is designed to engage adolescents coping with parental cancer in multiple gameplay modes and levels, the character, and the outcome of the story as a way to build connections and explore the themes of illness, dying, bereavement, and resilience. The scenes at each level correspond to the stages of glioblastoma illness as well as the teenage milestones she passes through without her father (e.g. seeing her friends' fathers at school events, trying out for sports teams, learning to drive, and applying for college). Our next step is to utilize a stakeholder advisory board to review content and make suggestions for adaptations. Finally, we will evaluate the usability, feasibility, acceptability, perception, and impact of the game on adolescent participants experiencing parental cancer and/or the loss of a parent from cancer.

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