解释严肃游戏设计中自我第一和自我第三人称原型动力学观点的概念框架(2D-ME):实验案例研究

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES
JMIR Serious Games Pub Date : 2023-04-24 DOI:10.2196/41824
Sofia Hadjileontiadou, Sofia B Dias, Leontios Hadjileontiadis
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引用次数: 0

摘要

背景:在设计师的原型设计过程中演变的设计动态包含了关于设计师使用其知识、创造力和反思思维方式的重要见解。然而,捕捉这种动态并不总是一件容易的任务,因为它们是通过自我第一和自我第三人称观点之间的交替建立的。目的:本研究旨在引入一个概念框架,即2D-ME,以提供一个可解释的领域,以表达严肃游戏原型制作过程中设计时间轴上的动态。方法:在2D-ME框架内,将技术-教学-内容知识(TPACK)及其对严肃游戏的适应(TPACK- game)和活动理论框架相结合,产生动态结构,将TPACK- game的自我第一人称和自我第三人称扩展到游戏TPACK、规则、分工和对象。这些结构之间的动态相互作用被用作优化原型过程中的适应引擎,因此后者的每个顺序版本都可以收敛于设计师对严肃游戏的初始想法。此外,本文提出的内部活动访谈脚本为高阶思维搭建了框架。结果:展示了将2D-ME概念框架应用于光反射游戏设计中的实验案例研究,揭示了设计师的所有动态,包括内部(通过日记)和外部(通过原型版本)视图。本案例研究的结果通过最小化原型概念(初始和更新)想法之间的均方误差,在2D-ME框架内遵循可解释和有形的结构,举例说明了原型过程的收敛到优化输出。结论:所提出的2D-ME框架的通用结构允许其转移到严肃游戏掌握的各种专业水平,它既用于设计师的过程探索,也用于新手的培训。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

A Conceptual Framework (2D-ME) for Explaining Self-first and Self-third Person Views of Prototyping Dynamics in Serious Games Design: Experimental Case Study.

A Conceptual Framework (2D-ME) for Explaining Self-first and Self-third Person Views of Prototyping Dynamics in Serious Games Design: Experimental Case Study.

A Conceptual Framework (2D-ME) for Explaining Self-first and Self-third Person Views of Prototyping Dynamics in Serious Games Design: Experimental Case Study.

A Conceptual Framework (2D-ME) for Explaining Self-first and Self-third Person Views of Prototyping Dynamics in Serious Games Design: Experimental Case Study.

Background: Design dynamics that evolve during a designer's prototyping process encapsulate important insights about the way the designer is using his or her knowledge, creativity, and reflective thinking. Nevertheless, the capturing of such dynamics is not always an easy task, as they are built through alternations between the self-first and self-third person views.

Objective: This study aimed at introducing a conceptual framework, namely 2D-ME, to provide an explainable domain that could express the dynamics across the design timeline during a prototyping process of serious games.

Methods: Within the 2D-ME framework, the Technological-Pedagogical-Content Knowledge (TPACK), its adaptation to the serious games (TPACK-Game), and the activity theory frameworks were combined to produce dynamic constructs that incorporate self-first and self-third person extension of the TPACK-Game to Games TPACK, rules, division of labor, and object. The dynamic interplay between such constructs was used as an adaptation engine within an optimization prototype process, so each sequential version of the latter could converge to the designer's initial idea of the serious game. Moreover, higher-order thinking is scaffolded with the internal Activity Interview Script proposed in this paper.

Results: An experimental case study of the application of the 2D-ME conceptual framework in the design of a light reflection game was showcased, revealing all the designer's dynamics, both from internal (via a diary) and external (via the prototype version) views. The findings of this case study exemplified the convergence of the prototyping process to an optimized output, by minimizing the mean square error between the conceptual (initial and updated) idea of the prototype, following explainable and tangible constructs within the 2D-ME framework.

Conclusions: The generic structure of the proposed 2D-ME framework allows its transferability to various levels of expertise in serious games mastering, and it is used both for the designer's process exploration and training of the novice ones.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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