NutriMine:对《我的世界》游戏修改的评估,旨在教育和促进健康饮食。

IF 2.8 3区 医学 Q2 PUBLIC, ENVIRONMENTAL & OCCUPATIONAL HEALTH
Christoph Aigner, Kilian Köck, René Baranyi, Sylvia Winkler, Katharina Weindl, Carina Arnberger, Thomas Grechenig
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引用次数: 0

摘要

背景:超重和肥胖是日益受到关注的问题,也是非传染性疾病的重要危险因素,特别是在工业化国家,因此需要创新的干预策略。旨在提供教育和有效促进行为改变的严肃游戏已经成为一种潜在的解决方案。方法:这项研究评估了一个严肃的游戏,作为流行的电子游戏“我的世界”的修改,被称为“营养”。这一修改是根据一名营养专家通过对11名用户进行定性访谈和初步评估的初步研究确定的要求做出的。此外,我们还对目标群体中的20名参与者进行了游戏测试和评估,包括用户粘性量表(UES)、系统可用性量表(SUS)和游戏体验问卷(GEQ)。结果:结果表明了一个令人满意的参与水平。总体而言,调查结果还显示了关于SUS(75%的参与者得分在70分以上)和UES(75%的参与者得分在3分以上)的积极反馈,大多数结果都位于两个量表的上半部分。使用GEQ进行的评估总体上产生了积极的结果,由于参与者对《我的世界》的体验水平不同,因此对“能力”、“流”和“沉浸感”的关注较少。综合评价的结果导致在营养领域制定了对游戏进行重大修改的要求。结论:研究结果强调了该修饰作为一种有效的行为改变工具的潜力,可用于寻求保持健康饮食的个人。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
NutriMine: Evaluation of a Serious Game Modification for Minecraft Aimed at Educating and Promoting a Healthy Diet.

Background: Overweight and obesity are growing concerns and significant risk factors for noncommunicable diseases, especially in industrialized nations, necessitating innovative intervention strategies. Serious games designed to provide education and effectively promote behavior change have emerged as a potential solution. Methods: This research assesses a serious game developed as a modification of the popular video game "Minecraft" called "NutriMine." This modification was created based on identified requirements from a nutrition expert through a qualitative interview and a preliminary evaluation conducted in a pilot study with 11 users. Additionally, a playtest and evaluation with 20 participants from the target group, incorporating the user engagement scale (UES), system usability scale (SUS), and game experience questionnaire (GEQ), was conducted. Results: The results indicated a satisfactory level of engagement. Overall, findings also revealed positive feedback concerning the SUS (75% of participants scored above 70) and UES (75% of participants scored above 3), with most results positioned in the upper half for both scales. The evaluation using the GEQ yielded generally positive outcomes, with minor concerns related to "competence," "flow," and "immersion" due to the varying levels of Minecraft experience among participants. The combined results of the evaluation led to the formulation of requirements for a serious game modification in the area of nutrition. Conclusion: The results highlight the modification's potential for larger-scale use as an effective behavior change tool for individuals seeking to maintain a healthy diet.

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来源期刊
CiteScore
6.70
自引率
11.40%
发文量
56
期刊介绍: Games for Health Journal is the first peer-reviewed journal dedicated to advancing the impact of game research, technologies, and applications on human health and well-being. This ground-breaking publication delivers original research that directly impacts this emerging, widely-recognized, and increasingly adopted area of healthcare. Games are rapidly becoming an important tool for improving health behaviors ranging from healthy lifestyle habits and behavior modification, to self-management of illness and chronic conditions to motivating and supporting physical activity. Games are also increasingly used to train healthcare professionals in methods for diagnosis, medical procedures, patient monitoring, as well as for responding to epidemics and natural disasters. Games for Health Journal is a must for anyone interested in the research and design of health games that integrate well-tested, evidence-based behavioral health strategies to help improve health behaviors and to support the delivery of care. Games for Health Journal coverage includes: -Nutrition, weight management, obesity -Disease prevention, self-management, and adherence -Cognitive, mental, emotional, and behavioral health -Games in home-to-clinic telehealth systems
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