Skip to main content
Top

2013 | OriginalPaper | Chapter

Attributing Design Decisions in the Evaluation of Game- Based Health Interventions

Authors : E.P. Braad, J. Folkerts, N. Jonker

Published in: Games for Health

Publisher: Springer Fachmedien Wiesbaden

Activate our intelligent search to find suitable subject content or patents.

search-config
loading …

Abstract

The use of games as interventions in the domain of health care is often paired with evaluating the effects in randomized clinical trials. The iterative design and development process of games usually also involves an evaluation phase, aimed at identifying improvements for subsequent iterations. Since game design theory and theories from associated fields provide no unified framework for designing successful interventions, interpreting evaluation results and formulating improvements is complicated. This case study explores an approach of monitoring design decisions and corresponding theories throughout the design and development cycle, allowing evaluation results to be attributed to design decisions. Such an approach may allow the game design and development process to iterate the game more efficiently towards use in practice.

Dont have a licence yet? Then find out more about our products and how to get one now:

Springer Professional "Wirtschaft+Technik"

Online-Abonnement

Mit Springer Professional "Wirtschaft+Technik" erhalten Sie Zugriff auf:

  • über 102.000 Bücher
  • über 537 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Maschinenbau + Werkstoffe
  • Versicherung + Risiko

Jetzt Wissensvorsprung sichern!

Springer Professional "Technik"

Online-Abonnement

Mit Springer Professional "Technik" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 390 Zeitschriften

aus folgenden Fachgebieten:

  • Automobil + Motoren
  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Elektrotechnik + Elektronik
  • Energie + Nachhaltigkeit
  • Maschinenbau + Werkstoffe




 

Jetzt Wissensvorsprung sichern!

Springer Professional "Wirtschaft"

Online-Abonnement

Mit Springer Professional "Wirtschaft" erhalten Sie Zugriff auf:

  • über 67.000 Bücher
  • über 340 Zeitschriften

aus folgenden Fachgebieten:

  • Bauwesen + Immobilien
  • Business IT + Informatik
  • Finance + Banking
  • Management + Führung
  • Marketing + Vertrieb
  • Versicherung + Risiko




Jetzt Wissensvorsprung sichern!

Literature
1.
go back to reference Kato, P.M. (2010). Video Games in Health Care. Review of General Psychology, 14(2), 113–121.CrossRef Kato, P.M. (2010). Video Games in Health Care. Review of General Psychology, 14(2), 113–121.CrossRef
2.
go back to reference Ferguson, B. (2012). The Emergence of Games for Health. Games for Health Journal, 1(1), editorial. Ferguson, B. (2012). The Emergence of Games for Health. Games for Health Journal, 1(1), editorial.
3.
go back to reference Unnithan, V., Houser, W., Fernhall, B. (2006). Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents. International Journal of Sports Medicine, 27(10), 804–809.CrossRef Unnithan, V., Houser, W., Fernhall, B. (2006). Evaluation of the energy cost of playing a dance simulation video game in overweight and non-overweight children and adolescents. International Journal of Sports Medicine, 27(10), 804–809.CrossRef
4.
go back to reference Brox, E., Fernandez-Luque, L., Tollefsen, T. (2011). Healthy Gaming – Video Game Design to promot health. Health. Appl Clin Inf 2011: 2, 128–142. Brox, E., Fernandez-Luque, L., Tollefsen, T. (2011). Healthy Gaming – Video Game Design to promot health. Health. Appl Clin Inf 2011: 2, 128–142.
5.
go back to reference Rahmani, E. & Boren, S.A. (2012). Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials. Games for Health Journal, 1(5), 331–341.CrossRef Rahmani, E. & Boren, S.A. (2012). Videogames and Health Improvement: A Literature Review of Randomized Controlled Trials. Games for Health Journal, 1(5), 331–341.CrossRef
6.
go back to reference Grinsven, C. v. & Roso, M. (2012). Nederlandse gamesindustrie: ambitieuze puber met potenties. Utrecht: Taskforce Innovatie Regio Utrecht. Grinsven, C. v. & Roso, M. (2012). Nederlandse gamesindustrie: ambitieuze puber met potenties. Utrecht: Taskforce Innovatie Regio Utrecht.
7.
go back to reference Huisman, J., Overmars, M., Veltkamp, R. (2012). Knowledge and innovation agenda Click Gather. Den Haag: NWO. Huisman, J., Overmars, M., Veltkamp, R. (2012). Knowledge and innovation agenda Click Gather. Den Haag: NWO.
8.
go back to reference Holloway, A. & Kurniawan, S. (2010). Human-Centered Design Method for Serious Games: A Bridge Across Disciplines. Santa Cruz: University of California. Holloway, A. & Kurniawan, S. (2010). Human-Centered Design Method for Serious Games: A Bridge Across Disciplines. Santa Cruz: University of California.
9.
go back to reference Schwaber, K. (2004). Agile Project Management with Scrum. Washington: Microsoft Press. Schwaber, K. (2004). Agile Project Management with Scrum. Washington: Microsoft Press.
10.
go back to reference Boehm, B. (1986). A Spiral Model of Software Development and Enhancement. ACM SIGSOFT Software Engineering Notes, 11(4), 14–24.CrossRef Boehm, B. (1986). A Spiral Model of Software Development and Enhancement. ACM SIGSOFT Software Engineering Notes, 11(4), 14–24.CrossRef
11.
go back to reference McCallum, S. (2012). Gamification and Serious Games for Personalized Health. Proceedings of the 9th International Conference on Wearable Micro and Nano Technologies for Personalized Health. McCallum, S. (2012). Gamification and Serious Games for Personalized Health. Proceedings of the 9th International Conference on Wearable Micro and Nano Technologies for Personalized Health.
12.
go back to reference Hevner, A. (2007). A Three Cycle View of Design Science Research. Scandinavian Journal of Information Systems, 19(2), 87–92. Hevner, A. (2007). A Three Cycle View of Design Science Research. Scandinavian Journal of Information Systems, 19(2), 87–92.
13.
go back to reference Schell, J. (2008). The Art of Game Design: A Book of Lenses. Morgan Kaufman. Schell, J. (2008). The Art of Game Design: A Book of Lenses. Morgan Kaufman.
14.
go back to reference Mazurek Melnyk, B. & Morrison-Beedy, D. (2012). Intervention Research: Designing, Conducting, Analyzing and Funding. Springer Publishing Company. Mazurek Melnyk, B. & Morrison-Beedy, D. (2012). Intervention Research: Designing, Conducting, Analyzing and Funding. Springer Publishing Company.
15.
go back to reference Sommerville, I. (2010). Software Engineering. Addison-Wesley. Sommerville, I. (2010). Software Engineering. Addison-Wesley.
16.
go back to reference Winston, R. (1970). Managing the Development of Large Software Systems. Proceedings of IEEE WESCON 26, 1–9. Winston, R. (1970). Managing the Development of Large Software Systems. Proceedings of IEEE WESCON 26, 1–9.
17.
go back to reference Csikszentmihalyi, M. (1990). Flow – the psychology of optimal experience. New York: Harper & Row. Csikszentmihalyi, M. (1990). Flow – the psychology of optimal experience. New York: Harper & Row.
18.
go back to reference Jonker, N. (2013). Gamen naar balans. Groningen: Hanze University of Applied Sciences. Jonker, N. (2013). Gamen naar balans. Groningen: Hanze University of Applied Sciences.
19.
go back to reference Hunicke, R., LeBlanc, M., Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Proceedings of the Challenges in Game AI Workshop. Nineteenth National Conference on Artificial Intelligence. Hunicke, R., LeBlanc, M., Zubek, R. (2004). MDA: A Formal Approach to Game Design and Game Research. Proceedings of the Challenges in Game AI Workshop. Nineteenth National Conference on Artificial Intelligence.
20.
go back to reference Rogers, S. (2010). Level Up! The guide to great video game design. Hoboken: John Wiley & Sons Ltd. Rogers, S. (2010). Level Up! The guide to great video game design. Hoboken: John Wiley & Sons Ltd.
21.
go back to reference Bartle, R. (1996). Hearts, Clubs, Diamonds Spades: Players Who Suit MUIDs. Journal of MUD Research, 1(1), 195–217. Bartle, R. (1996). Hearts, Clubs, Diamonds Spades: Players Who Suit MUIDs. Journal of MUD Research, 1(1), 195–217.
22.
go back to reference Fogg, B.J. (2009). A behavior model for persuasive design. Persuasive Technology Lab, Stanford: Stanford University. Fogg, B.J. (2009). A behavior model for persuasive design. Persuasive Technology Lab, Stanford: Stanford University.
23.
go back to reference Cialdini, R.B. (2007). Influence: the psychology of persuasion. New York: Collins Business. Cialdini, R.B. (2007). Influence: the psychology of persuasion. New York: Collins Business.
Metadata
Title
Attributing Design Decisions in the Evaluation of Game- Based Health Interventions
Authors
E.P. Braad
J. Folkerts
N. Jonker
Copyright Year
2013
Publisher
Springer Fachmedien Wiesbaden
DOI
https://doi.org/10.1007/978-3-658-02897-8_5

Premium Partner