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评估模拟游戏中协作的好处:以医疗保健为例。

Evaluating the benefits of collaboration in simulation games: the case of health care.

机构信息

School of Public Health, Department of Health Policy, Management & Behavior, SUNY-Albany, Rensselaer, NY, United States.

出版信息

JMIR Serious Games. 2014 Jan 28;2(1):e1. doi: 10.2196/games.3178.

Abstract

BACKGROUND

Organizations have used simulation games for health promotion and communication. To evaluate how simulation games can foster collaboration among stakeholders, this paper develops two social network measures.

OBJECTIVE

The paper aims to initiate two specific measures that facilitate organizations and researchers to evaluate the effectiveness of Web-based simulation games in fostering collaboration.

METHODS

The two measures are: (1) network density and (2) network diversity. They measure the level of connectedness and communication evenness within social networks. To illustrate how these measures may be used, a hypothetical game about health policy is outlined.

RESULTS

Web-based games can serve as an effective platform to engage stakeholders because interaction among them is quite convenient. Yet, systematic evaluation and planning are necessary to realize the benefits of these games. The paper suggests directions for testing how the social network dimension of Web-based games can augment individual-level benefits that stakeholders can obtain from playing simulation games.

CONCLUSIONS

While this paper focuses on measuring the structural properties of social networks in Web-based games, further research should focus more attention on the appropriateness of game contents. In addition, empirical research should cover different geographical areas, such as East Asian countries where video games are very popular.

摘要

背景

组织已经使用模拟游戏来进行健康促进和沟通。为了评估模拟游戏如何促进利益相关者之间的合作,本文开发了两种社会网络度量标准。

目的

本文旨在提出两个具体的措施,以方便组织和研究人员评估基于网络的模拟游戏在促进协作方面的有效性。

方法

这两个措施是:(1)网络密度和(2)网络多样性。它们衡量社会网络中连接程度和通信均匀性的水平。为了说明这些措施如何使用,概述了一个关于健康政策的假设游戏。

结果

基于网络的游戏可以作为吸引利益相关者的有效平台,因为他们之间的互动非常方便。然而,为了实现这些游戏的好处,系统的评估和规划是必要的。本文提出了测试基于网络的游戏的社会网络维度如何增强利益相关者从玩模拟游戏中获得的个人收益的方向。

结论

虽然本文重点关注测量基于网络的游戏中的社会网络结构属性,但进一步的研究应更加关注游戏内容的适当性。此外,实证研究应涵盖不同的地理区域,例如视频游戏非常流行的东亚国家。

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