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首页> 外文期刊>JMIR Serious Games >Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework
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Tabletop Board Game Elements and Gamification Interventions for Health Behavior Change: Realist Review and Proposal of a Game Design Framework

机译:桌面棋盘游戏元素和游戏化干预对健康行为改变的影响:游戏设计框架的现实主义审查和建议

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Background Games, when used as interventional tools, can influence behavior change by incentivizing, reinforcing, educating, providing feedback loops, prompting, persuading, or providing meaning, fun, and community. However, not all game elements will appeal to all consumers equally, and different elements might work for different people and in different contexts. Objective The aim of this study was to conduct a realist review of tabletop games targeting behavior change and to propose a framework for designing effective behavior change games. Methods A realist review was conducted to inform program theory in the development of tabletop games for health behavior change. The context, mechanisms used to change behavior, and outcomes of included studies were reviewed through a realist lens. Results Thirty-one papers met the eligibility criteria and were included in the review. Several design methods were identified that enhanced the efficacy of the games to change behavior. These included design by local teams, pilot testing, clearly defined targets of behavior change, conscious attention to all aspects of game design, including game mechanics, dynamics, aesthetics, and the elicitation of emotions. Delivery with other mediums, leveraging behavioral insights, prior training for delivery, and repeated play were also important. Some design elements that were found to reduce efficacy included limited replayability or lack of fun for immersive engagement. Conclusions Game designers need to consider all aspects of the context and the mechanisms to achieve the desired behavior change outcomes. Careful design thinking should include consideration of the game mechanics, dynamics, aesthetics, emotions, and contexts of the game and the players. People who know the players and the contexts well should design the games or have significant input. Testing in real-world settings is likely to lead to better outcomes. Careful selection and purposeful design of the behavior change mechanisms at play is essential. Fun and enjoyment of the player should be considered, as without engagement, there will be no desired intervention effect.
机译:当用作干预工具时,背景游戏可以通过激励、强化、教育、提供反馈循环、提示、说服或提供意义、乐趣和社区来影响行为改变。然而,并非所有游戏元素都能平等地吸引所有消费者,不同的元素可能适用于不同的人和不同的环境。目的 对针对行为改变的桌面游戏进行现实主义回顾,并提出一个有效的行为改变游戏设计框架。方法 进行现实主义综述,为健康行为改变桌面游戏开发提供程序理论信息。通过现实主义的视角回顾了纳入研究的背景、用于改变行为的机制和结果。结果 31篇论文符合纳入标准,被纳入本综述。确定了几种设计方法,这些方法可以增强游戏改变行为的功效。其中包括当地团队的设计、试点测试、明确定义的行为改变目标、有意识地关注游戏设计的各个方面,包括游戏机制、动态、美学和情感的激发。使用其他媒介进行交付、利用行为洞察力、事先进行交付培训以及重复播放也很重要。一些被发现会降低效果的设计元素包括有限的可重玩性或缺乏沉浸式参与的乐趣。结论 游戏设计者需要考虑上下文和机制的所有方面,以实现预期的行为改变结果。仔细的设计思维应该包括考虑游戏机制、动态、美学、情感以及游戏和玩家的背景。熟悉玩家和背景的人应该设计游戏或有重要的投入。在真实环境中进行测试可能会带来更好的结果。仔细选择和有目的地设计起作用的行为改变机制是必不可少的。应考虑玩家的乐趣和享受,因为没有参与,就不会有预期的干预效果。

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