Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process

Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process
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DOI:
10.2196/13695
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发表时间:
2019-10-01
期刊:
影响因子:
4
通讯作者:
Taegtmeyer, Miriam
Taegtmeyer, Miriam
中科院分区:
医学3区
文献类型:
--
作者:
Hemingway, Charlotte;Baja, Emmanuel S.;Taegtmeyer, Miriam

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背景:数字发行的机会使手机游戏成为一个有前途的健康游戏平台。然而,设计一款能够在饱和的手机游戏市场上竞争并传递有说服力的健康信息的游戏,感觉像是一个不可逾越的挑战。虽然以用户为中心的设计被广泛提倡,如用户的学科领域的专业知识,预算限制,和不良的数据收集方法的因素可以限制用户involvement.Objective的好处:本研究旨在开发一个可玩的和可接受的游戏健康,针对年轻的关键人群在Philippines.Methods:作者确定了一系列以用户为中心的设计方法,以串联使用从已发表的文献。由此产生的设计过程涉及分阶段的方法,在最初的构思和原型测试阶段有40个主要和次要用户参与。选定的方法包括参与式设计研讨会,游戏测试,可玩性分析和焦点小组讨论。主题领域专家在开发团队中被分配了角色。使用框架方法分析数据。健康干预的可接受性和游戏设计的概念框架指导了分析。通过Unity Analytics服务捕获游戏内事件,以监控12个月内的摄取和游戏使用情况。结果:早期用户参与显示了对在线多人游戏的强烈愿望,但大多数人报告称,由于技术和经济限制,访问此类游戏受到限制。具有战斗元素的角色扮演游戏(RPG)被认为是一种非常吸引人的游戏风格。研究结果引导我们开发了一款可以离线玩的游戏,它融合了RPG元素,如叙事和回合制战斗,以及匹配3的谜题。虽然游戏在测试中获得了积极的回应,但游戏玩法有时被认为是重复的,预计只会吸引休闲玩家。知识转移主要是通过对游戏叙事的解释来实现的,强调这是一个重要的设计元素。该游戏的使用率是积极的;在2017年12月1日至2018年12月1日期间,全球报告了3325个独特的设备安装。游戏指标提供了菲律宾年轻关键人群采用的证据。游戏的吸收和使用显着更高的直接参与与目标userstake.Conclusions的地区:以用户为中心的设计活动支持识别重要的上下文要求。多种数据收集方法使三角测量的结果,调解不同技术的固有偏见。游戏接受度取决于开发团队实现满足目标用户需求和愿望的设计解决方案的能力。如果期望目标用户开发设计解决方案,他们必须具有足够的专业知识,并在开发团队中扮演重要角色。促进健康专业人员,游戏行业和最终用户之间的有意义的伙伴关系将支持健康行业的游戏,因为它的成熟。
Background: Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive health messages can feel like an insurmountable challenge. Although user-centered design is widely advocated, factors such as the user's subject domain expertise, budget constraints, and poor data collection methods can restrict the benefits of user involvement.Objective: This study aimed to develop a playable and acceptable game for health, targeted at young key populations in the Philippines.Methods: Authors identified a range of user-centered design methods to be used in tandem from published literature. The resulting design process involved a phased approach, with 40 primary and secondary users engaged during the initial ideation and prototype testing stages. Selected methods included participatory design workshops, playtests, playability heuristics, and focus group discussions. Subject domain experts were allocated roles in the development team. Data were analyzed using a framework approach. Conceptual frameworks in health intervention acceptability and game design guided the analysis. In-game events were captured through the Unity Analytics service to monitor uptake and game use over a 12-month period.Results: Early user involvement revealed a strong desire for online multiplayer gameplay, yet most reported that access to this type of game was restricted because of technical and economic constraints. A role-playing game (RPG) with combat elements was identified as a very appealing gameplay style. Findings guided us to a game that could be played offline and that blended RPG elements, such as narrative and turn-based combat, with match-3 puzzles. Although the game received a positive response during playtests, gameplay was at times perceived as repetitive and predicted to only appeal to casual gamers. Knowledge transfer was predominantly achieved through interpretation of the game's narrative, highlighting this as an important design element. Uptake of the game was positive; between December 1, 2017, and December 1, 2018, 3325 unique device installs were reported globally. Game metrics provided evidence of adoption by young key populations in the Philippines. Game uptake and use were substantially higher in regions where direct engagement with target users took place.Conclusions: User-centered design activities supported the identification of important contextual requirements. Multiple data collection methods enabled triangulation of findings to mediate the inherent biases of the different techniques. Game acceptance is dependent on the ability of the development team to implement design solutions that address the needs and desires of target users. If target users are expected to develop design solutions, they must have adequate expertise and a significant role within the development team. Facilitating meaningful partnerships between health professionals, the games industry, and end users will support the games for health industry as it matures.