如何设计一款在印度发展情感弹性的手机游戏

Morgan Vigil-Hayes, Ann Futterman Collier, Giovanni Castillo, Davona Blackhorse, Nikole Awbery, John-Paul Abrahim
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引用次数: 5

摘要

印度社区存在严重的行为健康不平等[11,12]。基于最近对美国原住民(NA)社区可扩展的行为健康干预和治疗最佳实践的研究,我们提出了ARORA,一种通过网络移动游戏提供的社交和情感学习干预,该游戏使用增强现实技术增强的地理社交游戏机制。我们以纳瓦霍社区为重点,采用以社区为基础的参与式研究方法,包括纳瓦霍心理学家、社区卫生工作者和教育工作者作为干预活动和游戏机制的共同设计者。关键问题包括应用程序在低基础设施景观中的操作,以及设计实践的可扩展性,以包括印度国家许多不同的NA文化社区。
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 Mobile Game That Develops Emotional Resiliency in Indian Country.

Designing a Mobile Game That Develops Emotional Resiliency in Indian Country.

Communities in Indian Country experience severe behavioral health inequities [11, 12]. Based on recent research investigating scalable behavioral health interventions and therapeutic best practices for Native American (NA) communities, we propose ARORA, a social and emotional learning intervention delivered over a networked mobile game that uses geosocial gaming mechanisms enhanced with augmented reality technology. Focusing on the Navajo community, we take a community-based participatory research approach to include NA psychologists, community health workers, and educators as co-designers of the intervention activities and gaming mechanisms. Critical questions involve operation of the application across low-infrastructure landscapes as well scalability of design practices to be inclusive of the many diverse NA cultural communities in Indian Country.

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