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Designing a Health-Game Intervention Supporting Health Literacy and a Tobacco-Free Life in Early Adolescence

机译:设计一个Health-Game干预支持在早期健康知识和一个无烟的生活青春期

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Objective: The purpose of this study was to explore the design of a health game that aims to both support tobacco-related health literacy and a tobacco-free life in early adolescence and to meet adolescents' expectations. Materials and Methods: Data were collected from adolescents using an open-ended questionnaire (n=83) and focus groups (n=39) to obtain their view of a health game used for tobacco-related health education. The data were analyzed using thematic analysis. A group of experts combined the adolescents' views with theoretical information on health literacy and designed and produced the first version of the game. Adolescents (session 1, n=16; session 3, n=10; and session 4, n=44) and health promotion professionals (session 2, n=3) participated in testing the game. Feedback from testing sessions 3 and 4 was analyzed using descriptive statistics. Results: Adolescents pointed out that the health game needs to approach the topic of tobacco delicately and focus on the adolescents' perspective and on the positive sides of a tobacco-free life rather than only on the negative consequences of tobacco. The adolescents expected the game to be of high quality, stimulating, and intellectually challenging and to offer possibilities for individualization. Elements from the adolescents' view and theoretical modelling were embedded into the design of a game called Fume. Feedback on the game was promising, but some points were highlighted for further development. Conclusion: Investing especially in high-quality design features, such as graphics and versatile content, using humoristic or otherwise stimulating elements, and maintaining sufficiently challenging gameplay would promote the acceptability of theory-based health games among adolescents.
机译:摘要目的:本研究的目的探索,旨在设计一个健康游戏都支持烟草相关健康知识和一个青少年在青春期和早期的生活满足青少年的期望。方法:数据收集从青少年使用开放式问卷(n = 83)焦点小组(n = 39)来获取他们的看法用于与烟草相关的医疗健康游戏教育。分析。青少年的观点和理论信息健康知识,设计和生产第一个版本的游戏。1, n = 16;和健康促进的专业人员(会话2,n = 3)参与测试游戏。通过测试分析了会话3和4描述性统计。需要指出,健康游戏烟草精致的主题和方法关注青少年的视角和无烟的生活而不是积极的一面只在烟草的负面后果。青少年将游戏的高质量、刺激和智力具有挑战性和提供的可能性个性化。观点和理论建模嵌入一个叫熏的游戏的设计。游戏是有前途的,但一些点强调了进一步发展。尤其是投资于高质量的设计功能,如图形和通用的内容,用滑稽的或刺激元素,和维护足够具有挑战性的游戏将推动基于理论的健康游戏的可接受性青少年。

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