基于游戏的道路安全学习方法:永恒法则

I. Dunwell, S. Freitas, Panagiotis Petridis, M. Hendrix, S. Arnab, Petros Lameras, Craig D. Stewart
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引用次数: 22

摘要

游戏和游戏化元素越来越成为应用程序界面设计的一部分,旨在吸引和留住用户,同时传递信息。本文介绍了一种基于游戏的方法的评估,该方法旨在改善英国9-15岁儿童的道路安全行为,并将其作为一种基于浏览器的在线免费游戏提供给课堂之外的环境。本文报告了315,882个独立登录的99,683名玩家的数据,并辅以对英国学校儿童的全国代表性调查结果(n= 1108),对玩家基础的激励调查(n=1,028),以及通过一系列9-14岁的一对一访谈获得的定性数据(n=28)。分析表明这款游戏的目标用户群是88.13%的英国玩家。在接受调查的玩家中,男女比例为3.94,目标年龄范围为9-15岁。注意到游戏时间的平均和中位数分别为93分钟和31分钟(n=99,683),这表明这种用户粘性和留存率的方法可以超越其他形式的网络内容所获得的典型接触时间。游戏吸引的玩家基础规模和玩家的定性反馈表明,严肃游戏有可能在全国范围内推广。
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A game-based learning approach to road safety: the code of everand
Game and gamification elements are increasingly seeing use as part of interface designs for applications seeking to engage and retain users whilst transferring information. This paper presents an evaluation of a game-based approach seeking to improve the road safety behaviour amongst children aged 9-15 within the UK, made available outside of a classroom context as an online, browser-based, free-to-play game. The paper reports on data for 99,683 players over 315,882 discrete logins, supplemented by results from a nationally-representative survey of children at UK schools (n=1,108), an incentivized survey of the player-base (n=1,028), and qualitative data obtained through a series of one-to-one interviews aged 9-14 (n=28). Analysis demonstrates the reach of the game to its target demographic, with 88.13% of players within the UK. A 3.94 male/female ratio was observed amongst players surveyed, with an age distribution across the target range of 9-15. Noting mean and median playtimes of 93 and 31 minutes (n=99,683), it is suggested such an approach to user engagement and retention can surpass typical contact times obtained through other forms of web-based content. The size of the player-base attracted to the game and players' qualitative feedback demonstrates the potential for serious games deployed on a national scale.
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