背景:用户参与被广泛认为是设计有效的健康应用游戏的关键。这对作为目标受众的儿童和年轻人尤其如此,谁的能力,需要,和偏好可以大大不同于那些成人设计师和球员。然而,关于儿童和年轻人如何具体参与应用游戏的设计,几乎没有共同的知识,更不用说就如何有效地这样做达成共识的指导了。
目的:本范围审查的目的是描述哪些用户参与方法已用于设计儿童和年轻人的应用游戏,这些方法是如何实现的,儿童和年轻人参与了什么角色,以及哪些因素影响了他们的参与。
方法:我们在ACM数字图书馆进行了系统的文献检索和选择,IEEEXplore,Scopus,和WebofScience数据库使用最新的系统审查软件进行筛选,选择,和数据提取。然后,我们使用NVivo对提取的数据进行了定性内容分析。
结果:我们检索了1085条记录,其中47人(4.33%)符合资格标准。主要参与方法是参与式设计(20/47,43%)和协同设计(16/47,37%),通过纸质原型设计,涵盖了广泛的45项具体活动,小组讨论,而游戏测试是最频繁的。只有一半的研究(24/47,51%),儿童和年轻人作为真正的设计合作伙伴参与。我们的定性内容分析提出了影响他们成功参与的5个因素:理解,凝聚力,信心,可访问性,和时间限制。
结论:共同设计,参与式设计,和类似的高级标签,目前在现场使用的光泽非常不均匀的程度的参与设计和各种各样的实现,极大地影响实际的用户参与。该领域将受益于对用户参与的原因的更仔细的考虑和记录。未来的研究应探索具体的活动和配置,以应对儿童和年轻人参与的共同挑战,比如理解,凝聚力,信心,和可访问性。
BACKGROUND: User involvement is widely accepted as key for designing effective applied games for health. This especially holds true for children and young people as target audiences, whose abilities, needs, and preferences can diverge substantially from those of adult designers and players. Nevertheless, there is little shared knowledge about how concretely children and young people have been involved in the design of applied games, let alone consensus guidance on how to do so effectively.
OBJECTIVE: The aim of this scoping
review was to describe which user involvement methods have been used in the design of applied games with children and young people, how these methods were implemented, and in what roles children and young people were involved as well as what factors affected their involvement.
METHODS: We conducted a systematic literature search and selection across the ACM Digital Library, IEEE Xplore, Scopus, and Web of Science databases using State of the Art through Systematic
Review software for screening, selection, and data extraction. We then conducted a qualitative content analysis on the extracted data using NVivo.
RESULTS: We retrieved 1085 records, of which 47 (4.33%) met the eligibility criteria. The chief involvement methods were participatory design (20/47, 43%) and co-design (16/47, 37%), spanning a wide range of 45 concrete activities with paper prototyping, group discussions, and playtesting being the most frequent. In only half of the studies (24/47, 51%), children and young people participated as true design partners. Our qualitative content analysis suggested 5 factors that affect their successful involvement: comprehension, cohesion, confidence, accessibility, and time constraints.
CONCLUSIONS: Co-design, participatory design, and similar high-level labels that are currently used in the field gloss over very uneven degrees of participation in design and a wide variety of implementations that greatly affect actual user involvement. This field would benefit from more careful consideration and documentation of the reason of user involvement. Future research should explore concrete activities and configurations that can address the common challenges of involving children and young people, such as comprehension, cohesion, confidence, and accessibility.