Literature DB >> 26192223

Videogame Mechanics in Games for Health.

Moderator Tom Baranowski1, Participants Debra Lieberman2, Richard Buday3, Wei Peng4, Lukas Zimmerli5, Brenda Wiederhold6,7, Pamela M Kato8.   

Abstract

Game mechanics have been identified as "methods invoked by agents for interacting with the game world."(1) They are elements of game play that provide a primary source of interactivity and structure how videogames proceed. Many kinds of game mechanics have been generated. Some provide fun or enjoyment, others may provide excitement or even suspense (i.e., emotional aspects of game play), whereas some are guided by principles of behavior change theory. Game mechanics that succeed in off-the-shelf entertainment videogames, however, may not work in serious games, such as games for health (G4H). Although game mechanics are key to a serious videogame's success, maintaining a balance between the serious intent of the game while keeping it fun, there has been little attention to game mechanics in the academic G4H literature. Several eminent games for health developers (academics and nonacademics) were asked to share their experiences in regard to game mechanics in the serious videogames they have developed.

Year:  2013        PMID: 26192223     DOI: 10.1089/g4h.2013.0617

Source DB:  PubMed          Journal:  Games Health J        ISSN: 2161-783X


  6 in total

1.  Developing Games for Health Behavior Change: Getting Started.

Authors:  Tom Baranowski; Richard Buday; Debbe Thompson; Elizabeth J Lyons; Amy Shirong Lu; Janice Baranowski
Journal:  Games Health J       Date:  2013-08

2.  Design Features in Games for Health: Disciplinary and Interdisciplinary Expert Perspectives.

Authors:  Christina Kelley; Lauren Wilcox; Wendy Ng; Jade Schiffer; Jessica Hammer
Journal:  DIS (Des Interact Syst Conf)       Date:  2017-06

3.  A Photography-based, Social Media Walking Intervention Targeting Autonomous Motivations for Physical Activity: Semistructured Interviews With Older Women.

Authors:  Michael C Robertson; Maria Chang Swartz; Ursela Christopherson; Jason R Bentley; Karen M Basen-Engquist; Debbe Thompson; Elena Volpi; Elizabeth J Lyons
Journal:  JMIR Serious Games       Date:  2022-04-14       Impact factor: 3.364

4.  Preventing Adolescents' Diabesity: Design, Development, and First Evaluation of "Gustavo in Gnam's Planet".

Authors:  Daniela Marchetti; Federica Fraticelli; Francesco Polcini; Roberto Lato; Basilio Pintaudi; Antonio Nicolucci; Mario Fulcheri; Angelika Mohn; Francesco Chiarelli; Giacoma Di Vieste; Ester Vitacolonna
Journal:  Games Health J       Date:  2015-03-13

5.  Immersive Virtual Reality Exergames for Persons Living With Dementia: User-Centered Design Study as a Multistakeholder Team During the COVID-19 Pandemic.

Authors:  John Muñoz; Samira Mehrabi; Yirou Li; Aysha Basharat; Laura E Middleton; Shi Cao; Michael Barnett-Cowan; Jennifer Boger
Journal:  JMIR Serious Games       Date:  2022-01-19       Impact factor: 4.143

6.  Using the Behaviour Change Wheel Program Planning Model to Design Games for Health: Development Study.

Authors:  Michael C Robertson; Tom Baranowski; Debbe Thompson; Karen M Basen-Engquist; Maria Chang Swartz; Elizabeth J Lyons
Journal:  JMIR Serious Games       Date:  2021-12-03       Impact factor: 4.143

  6 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.