game development

  • 文章类型: Journal Article
    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.
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  • 文章类型: Journal Article
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  • 文章类型: Journal Article
    背景:在伦理和方法论论证的基础上,已经发出了许多呼吁,以增加最终用户在严肃游戏(SGs)开发中的参与。让最终用户参与开发过程被认为是为他们设计的教育软件赋予权力和控制权的一种方式。它还可以帮助确定SGs设计中需要改进的领域,并提高其在有针对性的学习成果中的功效。然而,没有公认的准则或框架来指导最终用户参与SG开发。
    目的:本研究的目的是描述最终用户如何参与开发用于医疗保健专业教育的SGs。
    方法:我们研究了在随机试验中已经达到疗效评估阶段的45个SGs的发展情况。一位作者基于SGs的设计和开发框架,使用临时表单进行了数据提取。然后根据相似性对数据进行编码和合成。在第二作者的参与下,对编码方案进行了迭代改进。结果使用频率和百分比表示。
    结果:最终用户参与了45个SGs中的21个SGs的开发。涉及的最终用户数量从12到36不等。最终用户经常参与回答在SG设计(n=6)或测试原型(n=12)期间出现的特定问题。在许多情况下,研究人员征求了最终用户关于要达到的目标(n=10)或SGs的功能美学(n=7)的意见。大多数研究人员使用自我报告问卷(n=7)。
    结论:研究人员提到最终用户参与开发不到一半的已确定SGs,这种参与也被描述得很糟糕。这些发现对评估最终用户参与对SGs功效的影响以及对其参与提出建议具有重大限制。
    BACKGROUND: On the basis of ethical and methodological arguments, numerous calls have been made to increase the involvement of end users in the development of serious games (SGs). Involving end users in the development process is considered a way to give them power and control over educational software that is designed for them. It can also help identify areas for improvement in the design of SGs and improve their efficacy in targeted learning outcomes. However, no recognized guidelines or frameworks exist to guide end users\' involvement in SG development.
    OBJECTIVE: The aim of this study is to describe how end users are involved in the development of SGs for health care professions education.
    METHODS: We examined the literature presenting the development of 45 SGs that had reached the stage of efficacy evaluation in randomized trials. One author performed data extraction using an ad hoc form based on a design and development framework for SGs. Data were then coded and synthesized on the basis of similarities. The coding scheme was refined iteratively with the involvement of a second author. Results are presented using frequencies and percentages.
    RESULTS: End users\' involvement was mentioned in the development of 21 of 45 SGs. The number of end users involved ranged from 12 to 36. End users were often involved in answering specific concerns that arose during the SG design (n=6) or in testing a prototype (n=12). In many cases, researchers solicited input from end users regarding the goals to reach (n=10) or the functional esthetics of the SGs (n=7). Most researchers used self-reported questionnaires (n=7).
    CONCLUSIONS: Researchers mentioned end users\' involvement in the development of less than half of the identified SGs, and this involvement was also poorly described. These findings represent significant limitations to evaluating the impact of the involvement of end users on the efficacy of SGs and in making recommendations regarding their involvement.
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  • 文章类型: Journal Article
    There is limited research on mental health interventions delivered in a digital game format and even less to guide developers on how to develop such games. This review focuses on understanding how to develop therapeutic digital games based primarily on mental health intervention games that have been empirically tested. The review was generated through database searches and backward search techniques for digital game-based interventions for specific mental disorders. We evaluated digital games that were based on validated psychological treatments. We located 24 studies and 18 games that met our search criteria. These games and their outcomes have been summarized. This review showed that these types of games have the potential to make an impact on mental health concerns but that there are currently few digital games available for the treatment or prevention of mental disorders. In addition, guidelines for digital mental health intervention game development have been presented. The consolidation of guidelines addressing multiple game development factors (e.g., time, cost, engagement) may help those interested in developing new therapeutic games that target a greater variety of disorders, thereby expanding access to larger populations.
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