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一种严肃游戏框架在设计和开发心力衰竭患者运动游戏中的应用。

The Application of a Serious Game Framework to Design and Develop an Exergame for Patients With Heart Failure.

作者信息

Berglund Aseel, Jaarsma Tiny, Orädd Helena, Fallström Johan, Strömberg Anna, Klompstra Leonie, Berglund Erik

机构信息

Department of Computer and Information Science, Linköping University, Linköping, Sweden.

Department of Health, Medicine, and Caring Sciences, Linköping University, Linköping, Sweden.

出版信息

JMIR Form Res. 2024 Aug 7;8:e50063. doi: 10.2196/50063.

DOI:10.2196/50063
PMID:39110976
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC11339584/
Abstract

Reducing inactivity in patients with chronic disease is vital since it can decrease the risk of disease progression and mortality. Exergames are an innovative approach to becoming more physically active and positively affecting physical health outcomes. Serious games are designed for purposes beyond entertainment and exergames are serious games for physical activity. However, current commercial exergames might not optimally meet the needs of patients with special needs. Developing tailored exergames is challenging and requires an appropriate process. The primary goal of this viewpoint is to describe significant lessons learned from designing and developing an exergame for patients with chronic heart failure using the player-centered, iterative, interdisciplinary, and integrated (P-III) framework for serious games. Four of the framework's pillars were used in the design and development of a mobile exergame: player-centered design, iterative development of the game, interdisciplinary teamwork, and integration of play and serious content. The mobile exergame was developed iteratively in 7 iterations by an interdisciplinary team involving users and stakeholders in all iterations. Stakeholders played various roles during the development process, making the team stay focused on the needs of the patients and creating an exergame that catered to these needs. Evaluations were conducted during each iteration by both the team and users or patients according to the player-centered design pillar. Since the exergame was created for a smartphone, the assessments were conducted both on the development computer and on the intended platforms. This required continuous deployment of the exergame to the platforms and smartphones that support augmented reality. Our findings show that the serious game P-III framework needs to be modified in order to be used for the design and development of exergames. In this viewpoint, we propose an updated version of the P-III framework for exergame development including (1) a separate and thorough design of the physical activity and physical interaction, and (2) early and continuous deployment of the exergame on the intended platform to enable evaluations and everyday life testing.

摘要

减少慢性病患者的不活动状态至关重要,因为这可降低疾病进展和死亡风险。运动游戏是一种创新方法,能让人更积极地进行身体活动,并对身体健康结果产生积极影响。严肃游戏的设计目的超越了娱乐范畴,而运动游戏是用于身体活动的严肃游戏。然而,当前的商业运动游戏可能无法最佳地满足特殊需求患者的需求。开发量身定制的运动游戏具有挑战性,需要一个恰当的过程。本观点的主要目标是描述在使用以玩家为中心、迭代、跨学科和整合(P-III)的严肃游戏框架为慢性心力衰竭患者设计和开发一款运动游戏过程中吸取的重要经验教训。该框架的四个支柱被用于一款移动运动游戏的设计和开发:以玩家为中心的设计、游戏的迭代开发、跨学科团队合作以及游戏与严肃内容的整合。这款移动运动游戏由一个跨学科团队经过7次迭代逐步开发而成,所有迭代过程都有用户和利益相关者参与。利益相关者在开发过程中发挥了各种作用,使团队始终专注于患者的需求,并打造出一款满足这些需求的运动游戏。根据以玩家为中心的设计支柱,团队和用户或患者在每次迭代过程中都进行了评估。由于这款运动游戏是为智能手机创建的,因此评估既在开发计算机上进行,也在预期平台上进行。这就需要将运动游戏持续部署到支持增强现实的平台和智能手机上。我们的研究结果表明,严肃游戏P-III框架需要进行修改,以便用于运动游戏的设计和开发。在本观点中,我们提出了一个用于运动游戏开发的P-III框架更新版本,包括(1)对身体活动和身体交互进行单独且全面的设计,以及(2)在预期平台上尽早并持续部署运动游戏,以便进行评估和日常生活测试。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/bf4aefad4a41/formative_v8i1e50063_fig6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/0cb02a2021f1/formative_v8i1e50063_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/e5823e3f955b/formative_v8i1e50063_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/bdc98ce4fd82/formative_v8i1e50063_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/dbe4067cf302/formative_v8i1e50063_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/68d097dcbb86/formative_v8i1e50063_fig5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/bf4aefad4a41/formative_v8i1e50063_fig6.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/0cb02a2021f1/formative_v8i1e50063_fig1.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/e5823e3f955b/formative_v8i1e50063_fig2.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/bdc98ce4fd82/formative_v8i1e50063_fig3.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/dbe4067cf302/formative_v8i1e50063_fig4.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/68d097dcbb86/formative_v8i1e50063_fig5.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/9040/11339584/bf4aefad4a41/formative_v8i1e50063_fig6.jpg

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Understanding and assessing gamification in digital healthcare interventions for patients with cardiovascular disease.理解和评估心血管疾病患者数字医疗干预中的游戏化。
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