Designing and remotely testing mobile diabetes video games

Designing and remotely testing mobile diabetes video games
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DOI:
10.1258/jtt.2010.091012
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发表时间:
2010-01-01
影响因子:
4.7
通讯作者:
Prattt, Wanda
Prattt, Wanda
中科院分区:
医学3区
文献类型:
--
作者:
DeShazo, Jonathan;Harris, Lynne;Prattt, Wanda

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我们已经调查了三个移动的手机视频游戏,旨在提供糖尿病教育的游戏设计和可用性。这些游戏是通过焦点小组来改进的。六名糖尿病患者参加了第一个焦点小组,五名参加了第二个焦点小组。在焦点小组之后,我们将新的发现融入到游戏设计中,然后进行了一次实地测试,以评估游戏实际使用的环境。研究人员远程收集了8名糖尿病患者的游戏使用数据。测试人员平均每个问题45秒,平均回答50个营养问题。他们自我报告玩了10-30分钟的游戏,这与游戏的测量指标相吻合。手机游戏可以代表一种有前途的新方式来吸引用户并提供相关的教育内容。
We have investigated game design and usability for three mobile phone video games designed to deliver diabetes education. The games were refined using focus groups. Six people with diabetes participated in the first focus group and five in the second. Following the focus groups, we incorporated the new findings into the game design, and then conducted a field test to evaluate the games in the context in which they would actually be used. Data were collected remotely about game usage by eight people with diabetes. The testers averaged 45 seconds per question and answered an average of 50 total nutrition questions each. They self-reported playing the game for 10-30 min, which coincided with the measured metrics of the game. Mobile games may represent a promising new way to engage the user and deliver relevant educational content.