为痴呆症患者的家庭照顾者设计严肃的游戏参数

N. Liu, Gary Wills
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引用次数: 1

摘要

本文提出了一个概念框架和一个度量工具,用于协助设计和评估针对痴呆症家庭护理人员的严肃游戏,作为设计专门针对他们需求的游戏的第一步。本文首先对痴呆症、痴呆症家庭照顾者和现有的健康问题游戏进行了文献调查。通过这项调查,我们确定了护工需求的3个组成部分(健康、教育和社交)、3个平台(社交营销、社交媒体和游戏)和6个游戏内容(游戏玩法、角色描述、游戏世界图像、声音/音乐和故事情节),并确定了作为互动指标的参与度。有了这些,一个概念框架被构建,确定了这些元素之间的关系。在此基础上,采用目标问题度量(GQM)方法设计了度量工具。通过对6个健康相关游戏和5个游戏专业人员进行探索性实验来评估该工具的有效性。研究发现,该工具可以在满足照顾者的健康、教育和社会三类需求方面识别游戏的成功,但有人建议,需要更多参与者的进一步实验,并集中在一个游戏上,以进一步验证该工具的有效性。
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Designing Serious Game Metrics for Family Caregivers of People with Dementia
The paper presents a conceptual framework and a metric instrument for assisting design and evaluating serious games for dementia family carers as the first step towards designing a game specifically designed to cater for their needs. The paper starts with a literature survey on dementia, dementia family carers and existing games for health issues. From this survey, three components of the carers’ needs (health, education and social), three platforms (social marketing, social media and games) and six game contents (game play, avatar portrayal, game world graphics, sound / music and storyline) were identified, and engagement as the metric of interaction was also identified. With these, a conceptual framework was constructed, identifying the relationship amongst these elements. Based on these, the metric instrument is devised using the Goal Question Metric (GQM) method. An exploratory experiment was conducted with six health-related games and five game professionals to assess the effectiveness of the instrument. It is found that the instrument can identify the successfulness of the games in terms of satisfying the three categories of needs of the carer, i.e., health, education and social, though it was suggested that a further experiment with more participants and focusing on one game would be needed to further verify the effectiveness of the instrument.
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