Thompson Debbe
USDA/ARS Children's Nutrition Research Center, Department of Pediatrics, Baylor College of Medicine , Houston, Texas.
Games Health J. 2017 Apr;6(2):75-86. doi: 10.1089/g4h.2016.0066. Epub 2017 Feb 23.
Little is known about how to design serious videogames for children. The purpose of this article is to describe how behavior change techniques promoting self-regulation were incorporated into a serious videogame to help children consume more fruits and vegetables (FVs) and the extent to which these techniques were used by players. A secondary goal is to contribute to the body of scientific knowledge regarding how to design effective serious videogames for children.
This research examines the gameplay data from an effective 10-episode online serious videogame promoting FV consumption to preadolescent children in the United States (roughly 9-11-year-olds).
Children participated in the self-regulation components. Modifications to reduce potential cognitive overload and inform future game design were identified.
This research provided suggestive evidence that behavior change techniques promoting self-regulation can be successfully integrated into a serious videogame for children without detracting from game appeal. It also emphasizes the importance of formative research to the design of an appealing game where children understand and can successfully perform the behavior change procedures.
对于如何为儿童设计严肃电子游戏,我们知之甚少。本文旨在描述如何将促进自我调节的行为改变技术融入一款严肃电子游戏中,以帮助儿童摄入更多水果和蔬菜(FVs),以及玩家使用这些技术的程度。第二个目标是为有关如何为儿童设计有效的严肃电子游戏的科学知识体系做出贡献。
本研究考察了一款有效的、共10集的在线严肃电子游戏的游戏玩法数据,该游戏旨在促进美国青春期前儿童(大致9至11岁)摄入FVs。
儿童参与了自我调节部分。确定了一些修改措施,以减少潜在的认知过载,并为未来的游戏设计提供参考。
本研究提供了一些暗示性证据,表明促进自我调节的行为改变技术可以成功地融入一款面向儿童的严肃电子游戏中,而不会降低游戏的吸引力。它还强调了形成性研究对于设计一款儿童能够理解并成功执行行为改变程序的有吸引力的游戏的重要性。