设计具有可持续性、适应性和社交性的健康游戏

Yan Xu, E. Poole, Andrew D. Miller, Elsa Eiríksdóttir, R. Catrambone, Elizabeth D. Mynatt
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引用次数: 47

摘要

随着越来越多的物理界面被引入电子游戏中,主动电子游戏(AVG)变得越来越普遍。基于实验室的研究表明,与非活动游戏和电视相比,avg可以增加身体活动的数量和强度,然而,avg的长期有效性尚未得到证实。事实上,大多数现有的研究表明,兴趣和参与随着时间的推移而减少。本文介绍了我们对美国马力挑战(American马力Challenge, AHPC)这一普及健康游戏的长期、多站点部署的研究结果。与之前的研究类似,我们的研究结果也显示了游戏的有效性降低,但规模更大。并分析其原因,报告部署过程中发生了哪些与游戏相关的线上和线下活动。我们认为,评估指标和设计目标的转变需要使现实世界的可持续行为改变。基于实证数据,我们提出了avg的三个目标——可持续性、适应性和社交性。改变行为的游戏可以从现有的游戏类型中学习如何实现这些目标,如另类现实游戏、基于地理位置的游戏、家庭游戏和多人在线游戏等。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Designing pervasive health games for sustainability, adaptability and sociability
Active video games (AVG) have become widespread as more physical interfaces are introduced in video games. Lab based studies have indicated that AVGs can increase the amount and intensity of physical activity compared to non-active games and TV, however, the long-term effectiveness of AVGs has yet been established. In fact, most of the existing studies show a reduction of interest and participation over time. This paper presents our findings from a long-term, multi-site deployment of a pervasive health game, the American Horsepower Challenge (AHPC). Similar to previous studies, our findings also show reduced effectiveness of the game, but on a much larger scale. Moreover, we analyze reasons for this and report what kind of game related online and offline activities happened during the deployment. We argue that a shift of evaluation metrics and design goals is required to make real-world sustainable behavior changes. Based on empirical data, we propose three goals for AVGs---sustainability, adaptability and sociability. Behavior-changing games can learn how to achieve these goals from existing game genres, such as alternate reality games, location-based games, family games, and multiplayer online games etc.
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