首页> 外文期刊>IEEE Transactions on Games >A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centered Design, Implementation, and Lessons Learned
【24h】

A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centered Design, Implementation, and Lessons Learned

机译:分布式多人游戏,促进工作场所的主动运输:以用户为中心的设计,实现和经验教训

获取原文
获取原文并翻译 | 示例
           

摘要

Recent decline in active transport and increase in motorized transport decreases physical activity and increases air pollution. Using games to motivate people to change their behavior toward active transport can mitigate this. We proposed Tic–Tac-Training , a distributed, collaborative, and competitive game for promoting active transport at workplaces. Tic–Tac-Training was developed through a multidisciplinary and iterative user-centered design (UCD) process in four stages: 1) paper prototype, 2) low-fidelity prototypes, 3) high-fidelity prototypes, and 4) digital prototype. User testing and playtesting ( N  = 12) yielded a number of improvement suggestions. We also analyzed how Tic–Tac-Training supports the eight core drives of gamification (Octalysis), and presented 17 lessons learned in four categories. Findings suggest that UCD can be useful for developing exergame interventions for workplaces. Moreover, the lessons learned can benefit exergame designers. More research is needed to measure the behavior change effect of Tic–Tac-Training and its applicability to other use cases.
机译:最近的积极运输和电动运输增加的下降降低了体育活动,增加了空气污染。使用游戏激励人们改变他们对主动运输的行为可以减轻这一点。我们提出<斜体XMLNS:MML =“http://www.w3.org/1998/math/mathml”xmlns:xlink =“http://www.w3.org/1999/xlink”> tic-tac培训,用于促进工作场所主动运输的分布式,协作和竞争游戏。 tic-tac-training 是通过四个阶段的多学科和迭代用户中心设计(UCD)过程开发的:1)纸质原型,2)低保真原型,3)高保真原型和4)数字原型。用户测试和playtesting(<斜体XMLNS:MML =“http://www.w3.org/1998/math/mathml”xmlns:xlink =“http://www.w3.org/1999/xlink”> n < /斜体> = 12)产生了一些改进建议。我们还分析了<斜体XMLNS:MML =“http://www.w3.org/1998/math/mathml”xmlns:xlink =“http://www.w3.org/1999/xlink”> tic-tac -Training 支持八个核心机构的游戏(八十型分析),并在四个类别中介绍了17个经验教训。调查结果表明,UCD对于开发工作场所的Exergame干预有用。此外,学习的经验教训可以使Exergame设计师受益。需要更多的研究来衡量<斜视XMLNS:mml =“http://www.w3.org/1998/math/mathml”xmlns:xlink =“http://www.w3.org/1999 / XLink“> TIC-TAC训练及其对其他用例的适用性。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号