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Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process

机译:开发流动游戏,以影响菲律宾关键群体艾滋病毒服务摄取行为决定因素:以用户为中心的设计过程

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Background Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive health messages can feel like an insurmountable challenge. Although user-centered design is widely advocated, factors such as the user’s subject domain expertise, budget constraints, and poor data collection methods can restrict the benefits of user involvement. Objective This study aimed to develop a playable and acceptable game for health, targeted at young key populations in the Philippines. Methods Authors identified a range of user-centered design methods to be used in tandem from published literature. The resulting design process involved a phased approach, with 40 primary and secondary users engaged during the initial ideation and prototype testing stages. Selected methods included participatory design workshops, playtests, playability heuristics, and focus group discussions. Subject domain experts were allocated roles in the development team. Data were analyzed using a framework approach. Conceptual frameworks in health intervention acceptability and game design guided the analysis. In-game events were captured through the Unity Analytics service to monitor uptake and game use over a 12-month period. Results Early user involvement revealed a strong desire for online multiplayer gameplay, yet most reported that access to this type of game was restricted because of technical and economic constraints. A role-playing game (RPG) with combat elements was identified as a very appealing gameplay style. Findings guided us to a game that could be played offline and that blended RPG elements, such as narrative and turn-based combat, with match-3 puzzles. Although the game received a positive response during playtests, gameplay was at times perceived as repetitive and predicted to only appeal to casual gamers. Knowledge transfer was predominantly achieved through interpretation of the game’s narrative, highlighting this as an important design element. Uptake of the game was positive; between December 1, 2017, and December 1, 2018, 3325 unique device installs were reported globally. Game metrics provided evidence of adoption by young key populations in the Philippines. Game uptake and use were substantially higher in regions where direct engagement with target users took place. Conclusions User-centered design activities supported the identification of important contextual requirements. Multiple data collection methods enabled triangulation of findings to mediate the inherent biases of the different techniques. Game acceptance is dependent on the ability of the development team to implement design solutions that address the needs and desires of target users. If target users are expected to develop design solutions, they must have adequate expertise and a significant role within the development team. Facilitating meaningful partnerships between health professionals, the games industry, and end users will support the games for health industry as it matures.
机译:数字分销的背景机会将移动游戏作为健康游戏的有希望的平台。然而,设计一个可以在饱和的移动游戏市场中竞争的游戏,并提供有说服力的健康信息可以感受到一个不可逾越的挑战。虽然用户中心的设计是广泛主张的,但用户的主题域专业知识,预算限制和数据收集方法差的因素可以限制用户参与的好处。目的这项研究旨在为健康开发可玩且可接受的游戏,针对菲律宾的年轻关键群体。方法作者确定了一系列用户中心设计方法,用于从发布的文献中的串联使用。由此产生的设计过程涉及分阶段方法,在初始示例和原型测试阶段进行40个主用户和辅助用户。所选方法包括参与式设计研讨会,Playtess,播放性启发式和焦点小组讨论。主题领域专家在开发团队中分配了角色。使用框架方法进行分析数据。健康干预可接受性和游戏设计的概念框架引导了分析。通过Unity Analytics服务捕获游戏中的活动,以监控12个月内的摄取和游戏。结果早期用户参与揭示了对在线多人游戏的强烈渴望,但大多数人报告说,由于技术和经济限制,获得了对这种类型的游戏的访问。具有战斗元素的角色播放游戏(RPG)被识别为非常有吸引力的游戏方式。调查结果指导我们可以脱离可以播放的游戏,并且混合RPG元素,如叙述和转向战斗,匹配3谜题。虽然游戏在Playtess期间获得了积极的反应,但游戏玩法有时被认为是重复的,并预测只有吸引偶然的游戏玩家。通过解释游戏的叙述,主要实现知识转移,突出这是一个重要的设计元素。游戏的吸收是积极的;在2017年12月1日之间,2018年12月1日,在全球报告了3325个独特的设备安装。游戏指标提供了菲律宾年轻关键人群通过的证据。在与目标用户发生直接接触的地区的地区,游戏摄取和使用基本上更高。结论用户以用户为中心的设计活动支持识别重要的语境要求。多个数据收集方法启用了调查结果的三角测量,以介绍不同技术的固有偏差。游戏验收取决于开发团队实现设计解决方案的能力,这些解决方案解决了目标用户的需求和欲望。如果目标用户有望开发设计解决方案,他们必须在开发团队中具有足够的专业知识和重要作用。促进卫生专业人士,游戏行业和最终用户之间有意义的伙伴关系将支持卫生行业的游戏,因为它已经成熟。

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