Biomedical Signals and Systems Group, Faculty of Electrical Engineering, Mathematics and Computer Science, University of Twente, Enschede, Netherlands.
Biomechanical Engineering Group, Faculty of Engineering Technology, University of Twente, Enschede, Netherlands.
JMIR Form Res. 2024 Nov 8;8:e13723. doi: 10.2196/13723.
Games are increasingly used in eHealth as a strategy for user engagement. There is an enormous diversity of end users and objectives targeted by eHealth. Hence, identifying game content that drives and sustains engagement is challenging. More openness in the game design process and motivational strategies could aid researchers and designers of future game-based apps.
This study aims to provide insights into our approach to develop game-based eHealth in practice with a case study (Personalised ICT Supported Services for Independent Living and Active Ageing [PERSSILAA]). PERSSILAA is a self-management platform that aims to counter frailty by offering training modules to older adults in the domains of healthy nutrition and physical and cognitive training to maintain a healthy lifestyle. We elaborate on the entire game design process and show the motivational strategies applied.
We introduce four game design phases in the process toward game-based eHealth: (1) end-user research, (2) conceptualization, (3) creative design, and (4) refinement (ie, prototyping and evaluations).
First, 168 participants participated in end-user research, resulting in an overview of their preferences for game content and a set of game design recommendations. We found that conventional games popular among older adults do not necessarily translate well into engaging concepts for eHealth. Recommendations include focusing game concepts on thinking, problem-solving, variation, discovery, and achievement and using high-quality aesthetics. Second, stakeholder sessions with development partners resulted in strategies for long-term engagement using indicators of user performance on the platform's training modules. These performance indicators, for example, completed training sessions or exercises, form the basis for game progression. Third, results from prior phases were used in creative design to create the game "Stranded!" The user plays a person who is shipwrecked who must gather parts for a life raft by completing in-game objectives. Finally, iterative prototyping resulted in the final prototype of the game-based app. A total of 35 older adults participated using simulated training modules. End users scored appreciation (74/100), ease of use (73/100), expected effectivity and motivation (62/100), fun and pleasantness of using the app (75/100), and intended future use (66/100), which implies that the app is ready for use by a larger population.
The study resulted in a game-based app for which the entire game design process within eHealth was transparently documented and where engagement strategies were based on extensive user research. Our user evaluations indicate that the strategies for long-term engagement led to game content that was perceived as engaging by older adults. As a next step, research is needed on the user experience and actual engagement with the game to support the self-management of older adults, followed by clinical studies on its added value.
游戏作为一种吸引用户的策略,在电子健康领域的应用越来越多。电子健康的目标受众和最终用户群体多种多样。因此,确定能吸引并维持用户参与度的游戏内容具有一定的挑战性。在游戏设计过程和激励策略方面更加开放,可以帮助未来基于游戏的应用程序的研究人员和设计者。
本研究旨在通过案例研究(个性化信息通信技术支持的独立生活和积极老龄化服务[PERSSILAA])提供有关我们在实践中开发基于游戏的电子健康方法的见解。PERSSILAA 是一个自我管理平台,旨在通过为老年人提供健康营养、身体和认知训练领域的培训模块来对抗脆弱性,以维持健康的生活方式。我们详细介绍了整个游戏设计过程,并展示了应用的激励策略。
我们在基于游戏的电子健康过程中引入了四个游戏设计阶段:(1)终端用户研究,(2)概念化,(3)创意设计,和(4)完善(即原型制作和评估)。
首先,168 名参与者参与了终端用户研究,结果得出了他们对游戏内容的偏好概述和一系列游戏设计建议。我们发现,传统上受老年人欢迎的游戏不一定能很好地转化为电子健康领域的引人入胜的概念。建议包括将游戏概念集中在思考、解决问题、变化、发现和成就上,并使用高质量的美学。其次,与开发合作伙伴的利益攸关方会议制定了使用平台培训模块上用户绩效指标的长期参与策略。这些绩效指标,例如完成培训课程或练习,构成了游戏进展的基础。第三,前几个阶段的结果用于创意设计,创建了名为“Stranded!”的游戏。用户扮演一个遭遇海难的人,必须通过完成游戏中的目标来收集制作救生筏的部件。最后,迭代原型制作产生了基于游戏的应用程序的最终原型。共有 35 名老年人使用模拟培训模块进行了参与。终端用户对应用程序的评价为:欣赏程度(74/100)、易用性(73/100)、预期效果和动机(62/100)、使用应用程序的乐趣和愉悦度(75/100)和未来预期使用(66/100),这意味着该应用程序已经可以供更大的人群使用。
本研究开发了一款基于游戏的应用程序,该程序在电子健康领域中透明地记录了整个游戏设计过程,并且其参与策略基于广泛的用户研究。我们的用户评估表明,长期参与的策略导致了老年人认为吸引人的游戏内容。下一步是研究用户体验和实际参与游戏的情况,以支持老年人的自我管理,随后进行关于其附加价值的临床研究。