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Learnings and Challenges in Designing Gamifications for Mental Healthcare: The Case Study of the Readysetgoals Application

机译:心理保健游戏化设计中的学习和挑战:现成目标应用的案例研究

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Although the potential benefits of applying game design techniques for healthcare purposes has been recognized in the past, there has not yet been much research on how such applied games could be created and used in practice. This paper presents the learnings and challenges for designing such a game from a research through design perspective. Central in this paper is the process employed to design the ReadySetGoals, a gamified mobile application aimed at supporting therapeutic goal setting within a substance addiction treatment context. The design process involved four key stages. 1) The 'transfer effect' was identified and then 2) The 'Real World' context examined. 3) Different gamification concepts were evaluated and a 'core gamification loop' was designed. 4)The ReadySetGoals was then prototyped, user tested and iteratively refined. During the design process, three key learnings emerged and are discussed: 1) Aligning stakeholder expectations though framing 2)Integrating real world therapeutic aspects in a game world experience and 3) The value of personalization.
机译:尽管过去已经认识到将游戏设计技术用于医疗保健的潜在好处,但是关于如何在实践中创建和使用这种应用游戏的研究还很少。本文从研究到设计的角度介绍了设计此类游戏的经验和挑战。本文的重点是用于设计ReadySetGoals的过程,该游戏是一个游戏化的移动应用程序,旨在在药物成瘾治疗环境中支持治疗目标设定。设计过程涉及四个关键阶段。 1)确定“转移效应”,然后2)检查“现实世界”的背景。 3)对不同的游戏化概念进行了评估,并设计了“核心游戏化循环”。 4)然后对ReadySetGoals进行原型制作,用户测试并进行迭代完善。在设计过程中,出现并讨论了三个关键的学习内容:1)通过框架使利益相关者的期望保持一致2)将现实世界的治疗方面融入游戏世界的体验中,以及3)个性化的价值。

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