• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

儿童和青少年参与应用游戏设计:范围综述

Children and Young People's Involvement in Designing Applied Games: Scoping Review.

作者信息

Saiger Michael John, Deterding Sebastian, Gega Lina

机构信息

Department of Computer Science, University of York, York, United Kingdom.

Dyson School of Design Engineering, Imperial College London, London, United Kingdom.

出版信息

JMIR Serious Games. 2023 Mar 16;11:e42680. doi: 10.2196/42680.

DOI:10.2196/42680
PMID:36928258
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC10131627/
Abstract

BACKGROUND

User involvement is widely accepted as key for designing effective applied games for health. This especially holds true for children and young people as target audiences, whose abilities, needs, and preferences can diverge substantially from those of adult designers and players. Nevertheless, there is little shared knowledge about how concretely children and young people have been involved in the design of applied games, let alone consensus guidance on how to do so effectively.

OBJECTIVE

The aim of this scoping review was to describe which user involvement methods have been used in the design of applied games with children and young people, how these methods were implemented, and in what roles children and young people were involved as well as what factors affected their involvement.

METHODS

We conducted a systematic literature search and selection across the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases using State of the Art through Systematic Review software for screening, selection, and data extraction. We then conducted a qualitative content analysis on the extracted data using NVivo.

RESULTS

We retrieved 1085 records, of which 47 (4.33%) met the eligibility criteria. The chief involvement methods were participatory design (20/47, 43%) and co-design (16/47, 37%), spanning a wide range of 45 concrete activities with paper prototyping, group discussions, and playtesting being the most frequent. In only half of the studies (24/47, 51%), children and young people participated as true design partners. Our qualitative content analysis suggested 5 factors that affect their successful involvement: comprehension, cohesion, confidence, accessibility, and time constraints.

CONCLUSIONS

Co-design, participatory design, and similar high-level labels that are currently used in the field gloss over very uneven degrees of participation in design and a wide variety of implementations that greatly affect actual user involvement. This field would benefit from more careful consideration and documentation of the reason of user involvement. Future research should explore concrete activities and configurations that can address the common challenges of involving children and young people, such as comprehension, cohesion, confidence, and accessibility.

摘要

背景

用户参与被广泛认为是设计有效的健康应用游戏的关键。对于儿童和年轻人作为目标受众而言尤其如此,他们的能力、需求和偏好可能与成年设计师和玩家有很大差异。然而,关于儿童和年轻人具体如何参与应用游戏设计的共享知识很少,更不用说关于如何有效参与的共识性指导了。

目的

本范围综述的目的是描述在与儿童和年轻人一起设计应用游戏时使用了哪些用户参与方法,这些方法是如何实施的,儿童和年轻人以何种角色参与,以及哪些因素影响了他们的参与。

方法

我们使用“通过系统综述实现技术现状”软件在ACM数字图书馆、IEEE Xplore、Scopus和科学网数据库中进行了系统的文献检索和筛选,以进行筛选、选择和数据提取。然后,我们使用NVivo对提取的数据进行了定性内容分析。

结果

我们检索到1085条记录,其中47条(4.33%)符合纳入标准。主要参与方法是参与式设计(20/47,43%)和协同设计(16/47,37%),涵盖了广泛的45项具体活动,其中纸质原型制作、小组讨论和游戏测试最为常见。在只有一半的研究(24/47,51%)中,儿童和年轻人作为真正的设计伙伴参与。我们的定性内容分析表明有5个因素影响他们的成功参与:理解、凝聚力、信心、可及性和时间限制。

结论

协同设计、参与式设计以及该领域目前使用的类似高级标签掩盖了设计参与程度的极不均衡以及极大影响实际用户参与的各种实施方式。该领域将受益于对用户参与原因的更仔细考量和记录。未来的研究应探索能够应对让儿童和年轻人参与所面临的常见挑战(如理解、凝聚力、信心和可及性)的具体活动和配置。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a6fb/10131627/8282231c2f78/games_v11i1e42680_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a6fb/10131627/8282231c2f78/games_v11i1e42680_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/a6fb/10131627/8282231c2f78/games_v11i1e42680_fig1.jpg

相似文献

1
Children and Young People's Involvement in Designing Applied Games: Scoping Review.儿童和青少年参与应用游戏设计:范围综述
JMIR Serious Games. 2023 Mar 16;11:e42680. doi: 10.2196/42680.
2
Beyond the black stump: rapid reviews of health research issues affecting regional, rural and remote Australia.超越黑木树:影响澳大利亚地区、农村和偏远地区的健康研究问题的快速综述。
Med J Aust. 2020 Dec;213 Suppl 11:S3-S32.e1. doi: 10.5694/mja2.50881.
3
Children and young people's participation in developing interventions in health and well-being: a scoping review.儿童和年轻人参与健康与福祉干预措施的制定:一项范围综述
BMC Health Serv Res. 2018 Jun 28;18(1):507. doi: 10.1186/s12913-018-3219-2.
4
Impact of summer programmes on the outcomes of disadvantaged or 'at risk' young people: A systematic review.暑期项目对处境不利或“有风险”的年轻人的影响:一项系统综述。
Campbell Syst Rev. 2024 Jun 13;20(2):e1406. doi: 10.1002/cl2.1406. eCollection 2024 Jun.
5
Folic acid supplementation and malaria susceptibility and severity among people taking antifolate antimalarial drugs in endemic areas.在流行地区,服用抗叶酸抗疟药物的人群中,叶酸补充剂与疟疾易感性和严重程度的关系。
Cochrane Database Syst Rev. 2022 Feb 1;2(2022):CD014217. doi: 10.1002/14651858.CD014217.
6
Identifying Key Principles and Commonalities in Digital Serious Game Design Frameworks: Scoping Review.确定数字严肃游戏设计框架中的关键原则和共性:范围综述
JMIR Serious Games. 2025 Mar 5;13:e54075. doi: 10.2196/54075.
7
Investigating the Use of Serious Games for Cancer Control Among Children and Adolescents: Scoping Review.调查儿童和青少年中用于癌症控制的严肃游戏的使用情况:范围综述。
JMIR Serious Games. 2024 Jul 10;12:e58724. doi: 10.2196/58724.
8
Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis.参与式设计与促进健康生活方式的严肃数字游戏的有效性相关吗?一项荟萃分析。
J Med Internet Res. 2016 Apr 29;18(4):e94. doi: 10.2196/jmir.4444.
9
Gaming My Way to Recovery: A Systematic Scoping Review of Digital Game Interventions for Young People's Mental Health Treatment and Promotion.以游戏方式助我康复:关于数字游戏干预促进青少年心理健康治疗与推广的系统综述
Front Digit Health. 2022 Apr 7;4:814248. doi: 10.3389/fdgth.2022.814248. eCollection 2022.
10
Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process.开发一款手机游戏以影响菲律宾关键人群中艾滋病毒服务接受行为的决定因素:以用户为中心的设计过程。
JMIR Serious Games. 2019 Dec 20;7(4):e13695. doi: 10.2196/13695.

引用本文的文献

1
Impact of Serious Games on Body Composition, Physical Activity, and Dietary Change in Children and Adolescents: A Systematic Review and Meta-Analysis of Randomized Controlled Trials.严肃游戏对儿童和青少年身体成分、身体活动和饮食改变的影响:随机对照试验的系统评价和荟萃分析。
Nutrients. 2024 Apr 26;16(9):1290. doi: 10.3390/nu16091290.

本文引用的文献

1
Involvement of End Users in the Development of Serious Games for Health Care Professions Education: Systematic Descriptive Review.终端用户参与医疗保健专业教育严肃游戏的开发:系统描述性综述。
JMIR Serious Games. 2021 Aug 19;9(3):e28650. doi: 10.2196/28650.
2
The PRISMA 2020 statement: an updated guideline for reporting systematic reviews.PRISMA 2020 声明:系统评价报告的更新指南。
BMJ. 2021 Mar 29;372:n71. doi: 10.1136/bmj.n71.
3
The Development of an Escape Room-Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers: Iterative Design Approach.
基于密室逃脱的严肃游戏开发,以促进高功能自闭症儿童与其同龄人之间的社交互动和交流:迭代设计方法。
JMIR Serious Games. 2021 Mar 23;9(1):e19765. doi: 10.2196/19765.
4
Annual Research Review: Immersive virtual reality and digital applied gaming interventions for the treatment of mental health problems in children and young people: the need for rigorous treatment development and clinical evaluation.年度研究综述:沉浸式虚拟现实和数字应用游戏干预治疗儿童和青少年心理健康问题:需要严格的治疗开发和临床评估。
J Child Psychol Psychiatry. 2021 May;62(5):584-605. doi: 10.1111/jcpp.13400. Epub 2021 Mar 2.
5
Preventive digital mental health interventions for children and young people: a review of the design and reporting of research.针对儿童和青少年的预防性数字心理健康干预措施:研究设计与报告综述
NPJ Digit Med. 2020 Oct 15;3:133. doi: 10.1038/s41746-020-00339-7. eCollection 2020.
6
Designing a paediatric hospital information tool with children, parents, and healthcare staff: a UX study.与儿童、家长和医护人员共同设计一款儿科医院信息工具:一项用户体验研究。
BMC Pediatr. 2020 Oct 8;20(1):469. doi: 10.1186/s12887-020-02361-w.
7
Design Considerations for the Integrated Delivery of Cognitive Behavioral Therapy for Depression: User-Centered Design Study.抑郁症认知行为疗法综合交付的设计考量:以用户为中心的设计研究
JMIR Ment Health. 2020 Sep 3;7(9):e15972. doi: 10.2196/15972.
8
Practitioner review: Co-design of digital mental health technologies with children and young people.从业者评论:与儿童和青少年共同设计数字心理健康技术。
J Child Psychol Psychiatry. 2020 Aug;61(8):928-940. doi: 10.1111/jcpp.13258. Epub 2020 Jun 22.
9
Generative Participatory Design Methodology to Develop Electronic Health Interventions: Systematic Literature Review.用于开发电子健康干预措施的生成式参与式设计方法:系统文献综述
J Med Internet Res. 2020 Apr 27;22(4):e13780. doi: 10.2196/13780.
10
Therapeutic and Preventive Use of Video Games in Child and Adolescent Psychiatry: A Systematic Review.电子游戏在儿童和青少年精神病学中的治疗与预防应用:一项系统综述
Front Psychiatry. 2020 Feb 6;11:36. doi: 10.3389/fpsyt.2020.00036. eCollection 2020.