Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions

Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions
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DOI:
10.1007/s13142-013-0246-8
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发表时间:
2014-03-01
影响因子:
3.6
通讯作者:
Fiellin, Lynn E.
Fiellin, Lynn E.
中科院分区:
医学3区
文献类型:
--
作者:
Duncan, Lindsay R.;Hieftje, Kimberly D.;Fiellin, Lynn E.

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随着移动技术和视频游戏平台在健康和医疗保健领域变得越来越普遍,利用这些资源进行行为干预的机会也越来越多。然而,游戏风格干预的创建和实证测试受到多学科团队的必要合作的挑战,这些团队包括具有不同文化、术语和证据标准的研究人员和游戏开发人员。因此,传统的干预开发工具,例如逻辑模型和干预手册,可能需要通过创建我们所称的“游戏手册”来扩充,其是由多学科游戏开发团队的所有成员创建、理解并接受的干预指南。本白皮书的目的是描述为帮助开发专门针对青少年健康行为改变而设计的视频游戏干预的游戏手册的重要性和内容,以及创建此类工具的过程。我们利用我们的研究和游戏设计团队的经验来描述游戏攻略的关键组成部分以及创建这样一个工具的必要性。
As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed "Game Playbooks" which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.