The Role of Relevance in Shaping Perceptions of Sleep Hygiene Games Among University Students: Mixed Methods Study.

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2024-10-08 DOI:10.2196/64063
Zilu Liang, Edward Melcer, Kingkarn Khotchasing, Samantha Chen, Daeun Hwang, Nhung Huyen Hoang
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Abstract

Background: Sleep games are an emerging topic in the realm of serious health game research. However, designing features that are both enjoyable and effective at engaging users, particularly university students, to develop healthy sleep habits remains a challenge.

Objective: This study aims to investigate user preferences for 3 sleep game prototypes, that is, Hero's Sleep Journey, Sleep Tamagotchi, and Sleepland, and to explore their popularity and perceived utility in promoting sleep health.

Methods: A mixed methods approach was used in this study. Quantitative and qualitative data were collected through a co-design workshop involving 47 university students. Participants were presented with storyboard cards of game features and were asked to provide an overall rating on each game, as well as ratings for individual features. They were also encouraged to provide free-form comments on the features and suggest improvements. In addition, participants were asked to express their preferences among the 3 games regarding which game they would most like to play and which one they found most useful for promoting sleep health.

Results: Surprisingly, while Hero's Sleep Journey was the most popular choice among participants, Sleep Tamagotchi was perceived as the most beneficial for improving sleep health. Relevance emerged as an overarching theme in the qualitative data analysis, with 3 interconnected dimensions: psychological relevance to users' personal lives, logical relevance to sleep health, and situational relevance to users' circumstantial context. We discussed how the 3 dimensions of relevance address the autonomy and relatedness constructs outlined in the self-determination theory and proposed 3 design recommendations.

Conclusions: Our serious sleep game prototypes demonstrated the potential to engage university students to develop healthy sleep hygiene. Future sleep game designs should aim to create a sense of relevance to users' personal lives, sleep health goals, and situational contexts. Rather than a one-size-fits-all approach, it is essential to develop a wide range of game genres and features to cater to diverse users. Aligning game features with sleep health goals and educating users on the design rationale through sleep knowledge are also important aspects. Furthermore, allowing users to customize their game experience and manage technology boundaries is necessary to nurture a sense of control and autonomy in the process of forming good sleep hygiene.

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相关性在塑造大学生睡眠卫生游戏观念中的作用:混合方法研究
背景:睡眠游戏是严肃健康游戏研究领域的一个新兴课题。然而,如何设计出既令人愉快又能有效吸引用户(尤其是大学生)养成健康睡眠习惯的游戏功能仍是一项挑战:本研究旨在调查用户对《英雄的睡眠之旅》、《睡眠玉兔》和《睡眠乐园》这三款睡眠游戏原型的偏好,并探讨它们在促进睡眠健康方面的受欢迎程度和感知效用:本研究采用了混合方法。方法:本研究采用了混合方法,通过有 47 名大学生参加的共同设计研讨会收集定量和定性数据。向参与者展示了游戏功能的故事板卡,要求他们对每个游戏进行总体评分,并对单个功能进行评分。他们还被鼓励对游戏功能提供自由评论,并提出改进建议。此外,参与者还被要求表达他们对 3 款游戏的偏好,即他们最想玩哪款游戏,以及他们认为哪款游戏对促进睡眠健康最有用:结果:令人惊讶的是,《英雄的睡眠之旅》是参与者最受欢迎的选择,而《睡眠玉兔》则被认为是对改善睡眠健康最有益的游戏。在定性数据分析中,"相关性 "是一个首要主题,它包含三个相互关联的维度:与用户个人生活相关的心理相关性、与睡眠健康相关的逻辑相关性以及与用户环境相关的情景相关性。我们讨论了相关性的 3 个维度如何与自我决定理论中概述的自主性和相关性建构相联系,并提出了 3 项设计建议:我们的严肃睡眠游戏原型展示了吸引大学生养成健康睡眠卫生习惯的潜力。未来的睡眠游戏设计应致力于创造一种与用户个人生活、睡眠健康目标和情境相关的感觉。与其采用 "一刀切 "的方法,不如开发多种游戏类型和功能,以满足不同用户的需求。使游戏功能与睡眠健康目标相一致,并通过睡眠知识教育用户了解设计原理也是很重要的方面。此外,允许用户定制自己的游戏体验和管理技术边界对于培养用户在形成良好睡眠卫生习惯过程中的控制感和自主性也是必要的。
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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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