基于理论的游戏实验研究与游戏化分析

K. Kubota, Elina Säteri, Tapani N. Joelsson, Tuomas Mäkilä, S. Salanterä, A. Pakarinen
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引用次数: 1

摘要

为提高青少年体育运动自我效能感,提高青少年体育运动水平,设计了一种基于理论的运动游戏。我们使用了健康科学和游戏化研究的协议来试验这个游戏。首先,我们评估了游戏的可用性和可行性,并对游戏的有效性进行了初步的探索。在基于我们的发现进行技术改进后,我们重申了试点研究,并使用Octalysis分析分析了游戏的游戏化元素。总体研究结果表明,基于理论的运动游戏对青少年体育运动的自我效能感有积极的影响。这款游戏运用了多种游戏化元素,展示了其理论实力,但其整体游戏设计和可用性还有待进一步完善。该研究的结论是,干预目的中与健康相关的部分必须与引人入胜的游戏设计同时结合起来,最大限度地考虑理论、证据以及目标用户的需求和看法。这项研究为未来游戏化健康干预的发展和评估提供了有价值的见解。
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Pilot Study and Gamification Analysis of a Theory-based Exergame
A theory-based exergame was developed for tweens to promote their self-efficacy towards physical activity and increase their physical activity levels. We used protocols from both health science and gamification research in piloting the exergame. First, we assessed the usability and feasibility of the exergame and conducted a preliminary exploration of its effectiveness. After technical improvements were made based on our findings, we reiterated the pilot study and analysed the gamification elements of the exergame by using Octalysis analysis. The overall findings suggest that a theory-based exergame can positively influence the self-efficacy of tweens towards physical activity. The exergame showcased theoretical strength, achieved using diverse gamification elements but its overall game design and usability can be further improved. The study concludes that health-related components of the purpose of intervention must be incorporated in parallel with the engaging design of the game, taking into utmost consideration the theories, evidence as well as the needs and perceptions of its target users. This study provides valuable insights on future development and evaluation of gamified health interventions.
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