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Mindful Gaming: User Experiences with Headspace and Walden, a Game

机译:Mindful Gaming:用户使用顶部和瓦尔登的体验,游戏

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Headspace is a gamified app designed to teach mindfulness, and Walden is an experimental game that moves beyond traditional game mechanics in order to encourage mindful play. Through semi-structured interviews and contextual inquiry think-aloud sessions, this phenomenological case study compares user experiences with these two pieces of software. Findings include descriptions of how participants experienced mindfulness as contemplative self-reflection, as a long-term process, as a byproduct of play, and as a tension between exploration and completing objectives. These findings are analyzed in relation to extant theories of game design and mindfulness, especially Brian Upton's theory of ludic semiotics [1]. The resulting insights have informed the first and third authors' development of two new pieces of software: a mindfulness practice module that is a component of a new version of Walden designed for use in schools, and a study aid called Lofi Hip Hop Worlds to Study In. This outcome highlights the relevance of qualitative user experience research for the iterative, playcentric design of educational technologies.
机译:Headspace是一款旨在教导谨慎的游戏应用程序,瓦尔登是一种超越传统游戏机制的实验游戏,以鼓励令人欣慰的戏剧。通过半结构化访谈和语境调查思考 - 大声思考,这种现象学案例研究将用户经历与这两款软件进行了比较。调查结果包括描述参与者如何沉思,作为沉思自我反思,作为一个长期的过程,作为游戏的副产品,以及探索和完成目标之间的紧张关系。这些调查结果是关于游戏设计和心灵的现存理论,特别是Brian Upton的幽灵符号学理论[1]。由此产生的见解已经了解了第一和第三作者的两个新软件的发展:一个正念练习模块,这是一个用于学校使用的新版Walden的组成部分,以及一项名为Lofi Hip Hop Worls的学习援助在。这一结果突出了对教育技术迭代,游戏设计的定性用户体验研究的相关性。

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