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DIS (Des Interact Syst Conf). 2017 Jun;2017:69-81. doi: 10.1145/3064663.3064721.
2
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Development of an mHealth Platform for Adolescent Obesity Prevention: User-Centered Design Approach.开发用于青少年肥胖预防的移动医疗平台:以用户为中心的设计方法。
Int J Environ Res Public Health. 2022 Oct 1;19(19):12568. doi: 10.3390/ijerph191912568.
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Relationship Between Children's Enjoyment, User Experience Satisfaction, and Learning in a Serious Video Game for Nutrition Education: Empirical Pilot Study.一款用于营养教育的严肃视频游戏中儿童的愉悦感、用户体验满意度与学习之间的关系:实证性初步研究
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Developing Theory-Driven, Evidence-Based Serious Games for Health: Framework Based on Research Community Insights.开发用于健康的理论驱动型、循证严肃游戏:基于研究界见解的框架
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本文引用的文献

1
How to Design Tobacco Prevention and Control Games for Youth and Adolescents: A Qualitative Analysis of Expert Interviews.如何为青少年设计烟草预防与控制游戏:专家访谈的定性分析
Games Health J. 2015 Dec;4(6):488-93. doi: 10.1089/g4h.2015.0013. Epub 2015 Jul 31.
2
Videogame Mechanics in Games for Health.游戏治疗中的电子游戏机制。
Games Health J. 2013 Aug;2(4):194-204. doi: 10.1089/g4h.2013.0617.
3
Health Benefits of Digital Videogames for Older Adults: A Systematic Review of the Literature.数字视频游戏对老年人健康的益处:文献系统综述。
Games Health J. 2012 Dec;1(6):402-10. doi: 10.1089/g4h.2012.0046. Epub 2012 Nov 19.
4
A meta-analysis of serious digital games for healthy lifestyle promotion.一项关于促进健康生活方式的严肃数字游戏的荟萃分析。
Prev Med. 2014 Dec;69:95-107. doi: 10.1016/j.ypmed.2014.08.026. Epub 2014 Aug 27.
5
A Scoping Review of Health Game Research: Past, Present, and Future.健康游戏研究的范围综述:过去、现在与未来
Games Health J. 2012 Apr 18;1(2):153-64. doi: 10.1089/g4h.2012.0011.
6
Prevalence of behavior changing strategies in fitness video games: theory-based content analysis.健身视频游戏中行为改变策略的流行程度:基于理论的内容分析
J Med Internet Res. 2013 May 7;15(5):e81. doi: 10.2196/jmir.2403.
7
Electronic media-based health interventions promoting behavior change in youth: a systematic review.基于电子媒体的促进青少年行为改变的健康干预措施:系统评价。
JAMA Pediatr. 2013 Jun;167(6):574-80. doi: 10.1001/jamapediatrics.2013.1095.
8
Apps of steel: are exercise apps providing consumers with realistic expectations?: a content analysis of exercise apps for presence of behavior change theory.应用中的钢铁:运动应用程序是否为消费者提供了现实的期望?:对具有行为改变理论的运动应用程序的内容分析。
Health Educ Behav. 2013 Apr;40(2):133-9. doi: 10.1177/1090198112452126. Epub 2012 Sep 17.
9
Role of video games in improving health-related outcomes: a systematic review.视频游戏在改善健康相关结果中的作用:系统评价。
Am J Prev Med. 2012 Jun;42(6):630-8. doi: 10.1016/j.amepre.2012.02.023.
10
There's an app for that: content analysis of paid health and fitness apps.有一款针对此的应用程序:付费健康与健身应用程序的内容分析。
J Med Internet Res. 2012 May 14;14(3):e72. doi: 10.2196/jmir.1977.

健康游戏的设计特点:学科及跨学科专家观点

Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives.

作者信息

Kelley Christina, Wilcox Lauren, Ng Wendy, Schiffer Jade, Hammer Jessica

机构信息

School of Interactive Computing, Georgia Institute of Technology.

HCI Institute / ETC, Carnegie Mellon University.

出版信息

DIS (Des Interact Syst Conf). 2017 Jun;2017:69-81. doi: 10.1145/3064663.3064721.

DOI:10.1145/3064663.3064721
PMID:28868523
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC5581190/
Abstract

Games for health (G4H) aim to improve health outcomes and encourage behavior change. While existing theoretical frameworks describe features of both games and health interventions, there has been limited systematic investigation into how disciplinary and interdisciplinary stakeholders understand design features in G4H. We recruited 18 experts from the fields of game design, behavioral health, and games for health, and prompted them with 16 sample games. Applying methods including open card sorting and triading, we elicited themes and features (e.g., real-world interaction, game mechanics) around G4H. We found evidence of conceptual differences suggesting that a G4H perspective is not simply the sum of game and health perspectives. At the same time, we found evidence of convergence in stakeholder views, including areas where game experts provided insights about health and vice versa. We discuss how this work can be applied to provide conceptual tools, improve the G4H design process, and guide approaches to encoding G4H-related data for large-scale empirical analysis.

摘要

健康游戏(G4H)旨在改善健康状况并鼓励行为改变。虽然现有的理论框架描述了游戏和健康干预的特征,但对于学科和跨学科利益相关者如何理解G4H中的设计特征,系统的调查还很有限。我们从游戏设计、行为健康和健康游戏领域招募了18位专家,并向他们展示了16个示例游戏。应用包括开放式卡片分类和三元分类在内的方法,我们引出了围绕G4H的主题和特征(例如,现实世界互动、游戏机制)。我们发现了概念差异的证据,表明G4H视角不仅仅是游戏视角和健康视角的简单相加。同时,我们也发现了利益相关者观点趋同的证据,包括游戏专家提供健康相关见解以及健康专家提供游戏相关见解的领域。我们讨论了这项工作如何应用于提供概念工具、改进G4H设计过程,以及指导为大规模实证分析对G4H相关数据进行编码的方法。