1 Health Technology Laboratory, Department of Communication Studies, College of Arts, Media & Design, Bouvé College of Health Sciences, Northeastern University , Boston, Massachusetts.
2 Department of Health Policy and Management, Bloomberg School of Public Health, Johns Hopkins University , Baltimore, Maryland.
Games Health J. 2018 Feb;7(1):1-15. doi: 10.1089/g4h.2017.0095. Epub 2018 Jan 2.
As the field of games for health continues to gain momentum, it is crucial to document the field's scale of growth, identify design patterns, and to address potential design issues for future health game development. Few studies have explored the attributes and usability features of games for health as a whole over time. We offer the first comprehensive systematic content analysis of digital games for health by examining 1743 health games released between 1983 and 2016 in 23 countries extracted from nine international English health game databases and directories. The majority of these games were developed in the United States (67.18%) and France (18.59%). The most popular platforms included web browsers (72.38%) and Windows (14.41%). Approximately four out of five (79.12%) of the games were available at no cost. We coded 1553 accessible games for an in-depth analysis and further assessed 1303 for usability. Popular health topics represented included: cognitive training (37.41%), indirect health education (13.33%), and medical care provision (9.98%). Most games (75.66%) could be completed within 60 minutes. The main game usability problems identified included a lack of customization, nonskippable contents, and a lack of feedback and instruction to the players. While most of the usability problems have improved as did the software and hardware technology, the players' ability to skip nonplayable contents has become slightly more restricted overtime. Comparison with game efficacy publications suggested that a further understanding of the scope for games for health is needed on a global level.
随着游戏促进健康领域的持续发展,记录该领域的增长规模、确定设计模式以及解决未来健康游戏开发中的潜在设计问题至关重要。很少有研究从整体上随着时间的推移探索健康游戏的属性和可用性特征。我们通过检查从九个国际英文健康游戏数据库和目录中提取的 1983 年至 2016 年间在 23 个国家发布的 1743 个健康游戏,对数字健康游戏进行了首次全面的系统内容分析。这些游戏主要是由美国(67.18%)和法国(18.59%)开发的。最受欢迎的平台包括网络浏览器(72.38%)和 Windows(14.41%)。大约五分之四(79.12%)的游戏是免费提供的。我们对 1553 个可访问游戏进行了编码,以进行深入分析,并进一步评估了 1303 个游戏的可用性。代表性的热门健康主题包括认知训练(37.41%)、间接健康教育(13.33%)和医疗保健提供(9.98%)。大多数游戏(75.66%)可以在 60 分钟内完成。确定的主要游戏可用性问题包括缺乏定制、不可跳过的内容以及缺乏对玩家的反馈和指导。虽然随着软件和硬件技术的发展,大多数可用性问题已经得到改善,但玩家跳过不可玩内容的能力在过去的一段时间内略有受限。与游戏疗效出版物的比较表明,需要在全球范围内进一步了解健康游戏的范围。