{"title":"借鉴游戏行业的最佳实践开发健康类严肃游戏","authors":"G. Ushaw, Richard Davison, J. Eyre, G. Morgan","doi":"10.1145/2750511.2750513","DOIUrl":null,"url":null,"abstract":"We describe how developers with extensive experience in the entertainment video game industry approach the creation of rehabilitative games. A key element a game for health shares with a game from the entertainment industry is the ability to engage over long periods of time: the longer a commercial game engages the more popular it becomes, improving its revenue; the longer a game for health is played the more extensive an intervention, improving patient outcomes. As such, having worked on a number of successful titles for over twenty years we explored transferring player engagement techniques in games for entertainment over to games for health. This we achieved in a series of rehabilitative games for different patient conditions and demographics. We present our findings as a number of design and implementation practises that bring a heightened sense of engagement and replay value to games for patients that do not distract from the main health benefit.","PeriodicalId":91246,"journal":{"name":"DH'15: proceedings of the 5th International Conference on Digital Health 2015 : May 18-20, 2015, Florence, Italy. International Conference on Digital Health (5th : 2015 : Florence, Italy)","volume":"10 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2015-05-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"20","resultStr":"{\"title\":\"Adopting Best Practices from the Games Industry in Development of Serious Games for Health\",\"authors\":\"G. Ushaw, Richard Davison, J. Eyre, G. Morgan\",\"doi\":\"10.1145/2750511.2750513\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We describe how developers with extensive experience in the entertainment video game industry approach the creation of rehabilitative games. A key element a game for health shares with a game from the entertainment industry is the ability to engage over long periods of time: the longer a commercial game engages the more popular it becomes, improving its revenue; the longer a game for health is played the more extensive an intervention, improving patient outcomes. As such, having worked on a number of successful titles for over twenty years we explored transferring player engagement techniques in games for entertainment over to games for health. This we achieved in a series of rehabilitative games for different patient conditions and demographics. We present our findings as a number of design and implementation practises that bring a heightened sense of engagement and replay value to games for patients that do not distract from the main health benefit.\",\"PeriodicalId\":91246,\"journal\":{\"name\":\"DH'15: proceedings of the 5th International Conference on Digital Health 2015 : May 18-20, 2015, Florence, Italy. International Conference on Digital Health (5th : 2015 : Florence, Italy)\",\"volume\":\"10 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2015-05-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"20\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"DH'15: proceedings of the 5th International Conference on Digital Health 2015 : May 18-20, 2015, Florence, Italy. International Conference on Digital Health (5th : 2015 : Florence, Italy)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1145/2750511.2750513\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"DH'15: proceedings of the 5th International Conference on Digital Health 2015 : May 18-20, 2015, Florence, Italy. International Conference on Digital Health (5th : 2015 : Florence, Italy)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/2750511.2750513","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
Adopting Best Practices from the Games Industry in Development of Serious Games for Health
We describe how developers with extensive experience in the entertainment video game industry approach the creation of rehabilitative games. A key element a game for health shares with a game from the entertainment industry is the ability to engage over long periods of time: the longer a commercial game engages the more popular it becomes, improving its revenue; the longer a game for health is played the more extensive an intervention, improving patient outcomes. As such, having worked on a number of successful titles for over twenty years we explored transferring player engagement techniques in games for entertainment over to games for health. This we achieved in a series of rehabilitative games for different patient conditions and demographics. We present our findings as a number of design and implementation practises that bring a heightened sense of engagement and replay value to games for patients that do not distract from the main health benefit.