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首页> 外文期刊>JMIR Serious Games >The Development of an Escape Room–Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers: Iterative Design Approach
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The Development of an Escape Room–Based Serious Game to Trigger Social Interaction and Communication Between High-Functioning Children With Autism and Their Peers: Iterative Design Approach

机译:开发基于密室逃脱的严肃游戏,以触发自闭症高功能儿童与其同龄人之间的社交互动和交流:迭代设计方法

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摘要

Background Children with autism spectrum disorder (ASD) have social deficits that affect social interactions, communication, and relationships with peers. Many existing interventions focus mainly on improving social skills in clinical settings. In addition to the direct instruction–based programs, activity-based programs could be of added value, especially to bridge the relational gap between children with ASD and their peers. Objective The aim of this study is to describe an iterative design process for the development of an escape room–based serious game as a boundary object. The purpose of the serious game is to facilitate direct communication between high-functioning children with ASD and their peers, for the development of social skills on the one hand and strengthening relationships with peers through a fun and engaging activity on the other hand. Methods This study is structured around the Design Research Framework to develop an escape room through an iterative-incremental process. With a pool of 37 children, including 23 children diagnosed with ASD (5 girls) and 14 children (7 girls) attending special primary education for other additional needs, 4 testing sessions around different prototypes were conducted. The beta prototype was subsequently reviewed by experts (n=12). During the design research process, we examined in small steps whether the developed prototypes are feasible and whether they have the potential to achieve the formulated goals of different stakeholders. Results By testing various prototypes, several insights were found and used to improve the design. Insights were gained in finding a fitting and appealing theme for the children, composing the content, and addressing different constraints in applying the goals from the children’s and therapeutic perspectives. Eventually, a multiplayer virtual escape room, AScapeD, was developed. Three children can play the serious game in the same room on tablets. The first test shows that the game enacts equal cooperation and communication among the children. Conclusions This paper presents an iterative design process for AScapeD. AScapeD enacts equal cooperation and communication in a playful way between children with ASD and their peers. The conceptual structure of an escape room contributes to the natural emergence of communication and cooperation. The iterative design process has been beneficial for finding a constructive game structure to address all formulated goals, and it contributed to the design of a serious game as a boundary object that mediates the various objectives of different stakeholders. We present 5 lessons learned from the design process. The developed prototype is feasible and has the potential to achieve the goals of the serious game.
机译:背景 患有自闭症谱系障碍 (ASD) 的儿童有影响社交互动、沟通和与同龄人关系的社交缺陷。许多现有的干预措施主要侧重于提高临床环境中的社交技能。除了基于直接指导的计划外,基于活动的计划还可以具有附加值,特别是可以弥合自闭症儿童与同龄人之间的关系差距。目的 本研究旨在描述开发基于密室逃脱的严肃游戏作为边界对象的迭代设计过程。严肃游戏的目的是促进自闭症障碍高功能儿童与同龄人之间的直接交流,一方面发展社交技能,另一方面通过有趣和引人入胜的活动加强与同龄人的关系。方法 本研究围绕设计研究框架进行构建,通过迭代增量过程开发逃生室。共有 37 名儿童,包括 23 名被诊断患有 ASD 的儿童(5 名女孩)和 14 名因其他额外需求而接受特殊小学教育的儿童(7 名女孩),围绕不同的原型进行了 4 次测试。随后,专家对测试原型进行了审查(n = 12)。在设计研究过程中,我们逐步检查了开发的原型是否可行,以及它们是否有潜力实现不同利益相关者的既定目标。结果 通过测试各种原型,发现了一些见解并用于改进设计。在为儿童寻找合适且吸引人的主题、撰写内容以及从儿童和治疗角度解决应用目标的不同限制方面获得了见解。最终,开发了一个多人虚拟逃生室 AScapeD。三个孩子可以在同一个房间里用平板电脑玩严肃的游戏。第一个测试表明,游戏在孩子们之间实现了平等的合作和交流。结论 该文提出了AScapeD的迭代设计流程。AScapeD 以一种有趣的方式在自闭症儿童和他们的同龄人之间建立平等的合作和沟通。密室逃脱的概念结构有助于沟通与合作的自然出现。迭代设计过程有利于找到一个建设性的博弈结构来解决所有既定的目标,它有助于将严肃的游戏设计为一个边界对象,调解不同利益相关者的各种目标。我们介绍了从设计过程中吸取的 5 个经验教训。开发的原型是可行的,并且有可能实现严肃游戏的目标。

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  • 来源
    《JMIR Serious Games》 |2021年第1期|1-46|共46页
  • 作者单位

    NHL Stenden University of Applied Sciences;

    Medical Faculty Lifelong Learning, Education & Assessment Research Network, University Medical Center Groningen, University of Groningen;

    Research Group Serious Gaming, NHL Stenden University of Applied SciencesResearch Group Digital Innovation in Healthcare and Social Work, NHL Stenden University of Applied SciencesUniversity Medical Center Groningen, University of GroningenPost Graduate School of Medicine, University Medical Center Groningen, University of GroningenSurgery Department, Medical Center Leeuwarden;

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  • 原文格式 PDF
  • 正文语种 英语
  • 中图分类
  • 关键词

    autism; boundary object; design research; serious game;

    机译:自闭症;边界对象;设计研究;严肃游戏;

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