严肃游戏对学龄期儿童中枢性听觉加工障碍筛查的开发与验证研究。

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2023-04-26 DOI:10.2196/40284
Ana-Marta Gabaldón-Pérez, María Dolón-Poza, Martina Eckert, Nuria Máximo-Bocanegra, María-Luisa Martín-Ruiz, Iván Pau De La Cruz
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引用次数: 1

摘要

背景:目前有许多针对儿童的中枢性听觉加工障碍筛查测试,在卫生保健中,严肃游戏(SGs)经常被用作诊断不同神经缺陷和障碍的工具。然而,不可能找到一个统一这两种想法的提案。此外,《SGs》的验证和改进通常没有考虑到玩家与游戏的互动,从而忽略了关于游戏可玩性和可用性的宝贵信息。目的:本研究介绍了Amalia's Planet,这是一款设计用于学校环境的游戏,它允许通过儿童在与听觉表现不同方面相关的拟议任务中的表现对其进行首次评估。此外,游戏还定义了一系列与任务执行相关的事件,这些事件将被用于随后的性能优化和可用性改进。方法:采用基于SG技术的筛查工具,对87名学龄儿童进行评估,以检验本研究提出的各种假设。通过根据用户是否有听力疾病的个人病史对用户进行分组,使用传统的统计技术和过程挖掘(PM)算法检查最终解决方案的判别能力、可玩性和可用性。结果:测试2的置信水平为80% (P=.19),没有统计证据可以拒绝零假设,即玩家的表现会受到玩家之前是否患有听觉病理的影响。此外,该工具允许筛选2名最初被归类为健康的球员,因为他们在测试中的表现水平较低,他们的行为与先前患有病理的儿童群体相似。关于所提议的解决方案的验证,使用PM技术可以检测到持续时间过长的事件的存在,这可能会导致玩家受挫,并发现游戏中的小结构缺陷。结论:SGs似乎是筛查中枢性听觉处理障碍风险儿童的合适工具。此外,项目管理技术集为开发团队提供了关于解决方案的可玩性和可用性的可靠信息来源,允许其持续优化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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Serious Game for the Screening of Central Auditory Processing Disorder in School-Age Children: Development and Validation Study.

Background: Currently, many central auditory processing disorder screening tests are available for children, and serious games (SGs) are frequently used as a tool for the diagnosis of different neural deficits and disorders in health care. However, it has not been possible to find a proposal that unifies both ideas. In addition, the validation and improvement of SGs, in general, does not take into account the player-game interaction, thus omitting valuable information about the playability and usability of the game.

Objective: This study presented Amalia's Planet, a game conceived for use in school environments, which allows a first assessment of a child through their performance of the proposed tasks related to different aspects of auditory performance. In addition, the game defines a series of events in relation to the execution of the tasks, which were evaluated for the subsequent optimization of its performance and the improvement of its usability.

Methods: Using screening tools based on the use of SG technologies, a total of 87 school-age children were evaluated to test the various hypotheses proposed in this study. By grouping users according to whether they had personal history of hearing pathologies, the discriminant power, playability, and usability of the final solution were examined using traditional statistical techniques and process mining (PM) algorithms.

Results: With a confidence level of 80% for test 2 (P=.19), there was no statistical evidence to reject the null hypothesis that a player's performance is affected by whether the player had a previous auditory pathology. Furthermore, the tool allowed the screening of 2 players initially categorized as healthy because of their low level of performance in the tests and the similarity of their behavior with that of the group of children with a previous pathology. With regard to the validation of the proposed solution, the use of PM techniques made it possible to detect the existence of events that lasted too long, which can lead to player frustration, and to discover small structural flaws in the game.

Conclusions: SGs seem to be an appropriate tool for the screening of children at risk of central auditory processing disorder. Moreover, the set of PM techniques provides a reliable source of information regarding the playability and usability of the solution to the development team, allowing its continuous optimization.

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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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