| Literature DB >> 31859673 |
Charlotte Hemingway1, Emmanuel S Baja2, Godafreda V Dalmacion2, Paul Mark B Medina2, Ernest Genesis Guevara2, Tyrone Reden Sy2, Russell Dacombe1, Claire Dormann3, Miriam Taegtmeyer1,4.
Abstract
BACKGROUND: Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive health messages can feel like an insurmountable challenge. Although user-centered design is widely advocated, factors such as the user's subject domain expertise, budget constraints, and poor data collection methods can restrict the benefits of user involvement.Entities:
Keywords: HIV; experimental; games; health communication; persuasive communication; user-centered design; video games
Year: 2019 PMID: 31859673 PMCID: PMC6942189 DOI: 10.2196/13695
Source DB: PubMed Journal: JMIR Serious Games Impact factor: 4.143
Figure 1Integrative model of predictive behaviour and predicted game influence.
Figure 2Development process.
Figure 3Playability heuristics for mobile game for health. UI: user interface.
Game metrics.
| Segment | Metrics |
| Active player metrics | Daily active users; monthly active users; and new users (unique device installs) |
| Session metrics | Sessions per day; sessions per user; total daily playing time; and total playing time per active user |
| Retention metrics | Day 1, 7, and 30 retention |
| Platform segment | Total Android and iOS users |
| Custom segments | Level events—reports each time a level is completed or failed, and the players end score; link event—reports the click-through rate of all in-game links to external information; question events—reports the response to all in-game questions, including a set of demographic questions; geolocation per session—reports the device’s current location at the start of a session to 2 decimal places; and app version |
Figure 4Human scatter graph on perceptions of the effectiveness of games for health behavior change.
Theory of behavior change design choices.
| Context-specific learning objective | Game design element |
| To believe that you can live a fulfilling life after a positive diagnosis | The animated stories depict people living with HIV pursuing their ambitions, being socially active, or spending time with their family. For example, a transgender character enters a beauty pageant and, as she takes her medication in the dressing room, the text reads, “I fought to be my true gender, I can win this fight too.” This particular story line was selected because of the cultural relevance pageantry has in the Philippines and the great esteem in which Filipinos hold the contestants. |
| To know that HIV treatment makes your immune system stronger and more able to fight off illness; reduces the risk of transmitting the virus to someone else; reduces the effect of the illness on quality of life; and, if started early, leads to a significant reduction in the risk of death | Antiretroviral tablets feature in every animated story except the one where the character dies. Treatment is also shown to improve the physical appearance of the characters in the later missions. Players can earn an extra life during gameplay by answering a multiple-choice question. Some questions address knowledge on treatment effects, and feedback containing the right answer is given. Hyperlinks to websites containing information on HIV treatment are included throughout the game, and the click-through rate is measured. |
| To know that HIV testing and treatment services are available for free in the Philippines and that results are given on the same day | In the animated stories, the words “Free HIV tests” appear in the background of all the clinic waiting room scenes. The rapid testing procedure is depicted in the first 3 animations. Multiple-choice questions address the availability of free testing and the time taken for the client to receive their results in the Philippines. Hyperlinks to websites containing information on HIV services in the Philippines are included throughout the game, and the click-through rate is measured. |
| To recognize common coinfections and signs of HIV infection and to know that symptoms may not appear until long after infection | Enemy units in the game include representations of gonorrhea, tuberculosis, hepatitis B, herpes, and cancer. Common signs of HIV infection are depicted in the animated stories, and some characters show no symptoms. |
| To know that there is a risk of HIV transmission among heterosexuals | The first animated story depicts a heterosexual couple. In several other animated stories, the character’s sexuality is ambiguous. |
| To know the location of HIV services | A hyperlink to a website containing the contact information and location of all testing sites in the Philippines is featured throughout the game. |
Figure 5Screenshots Battle in the Blood v1.4.
Playability violations and game changes.
| Playability heuristic | Evidence of violation | Game change |
| GP5: There are no repetitive or boring tasks | Participants felt bored and disengaged with the animation when the first half of the story line was repeated. Video footage demonstrated that players did not realize they could skip the recap by tapping anywhere on the screen. | On the second playthrough, a title screen appears with the text “Previously on |
| GU1: Audio-visual representations support the game | Players reported the icons as unintuitive because the color of the icons did not correspond with the combat status bars that they effected. Video footage showed players taking decisions based solely on the length of the chain, not the color of the icons, and becoming frustrated when they repeatedly lost a level. | The design of the icons was adjusted to correspond visually with the attack and defense bars. |
| GU11: The game contains help | Participants did not feel that the onboarding was comprehensive enough, and new mechanics in the game were not explained. | When a new game mechanic is triggered, a dialog box appears that explains the new mechanic using a small amount of text and images. This information can also be accessed via the game’s menu and via the level-pause screen. |
| GP6: The players can express themselves | Participants stated that they did not like the mechanical suit as they had spent time customizing the avatar but rarely saw it in the game as most of it was covered. | Avatar appears animated in the level-complete or -fail screen. |
| GP2: The player is rewarded, and the rewards are meaningful; GP5: There are no repetitive or boring tasks | Participants stated that they wanted to be able to earn in-game currency by completing the levels, which could be spent on upgrading or customizing their character. They also felt this would make the gameplay feel less repetitive. | Implementing an in-game currency system and custom character upgrades would have required additional resources and delayed the planned launch of the game. The change request was logged but not implemented for the pilot. |
Figure 6Cluster point map of the location of Battle in the Blood installations in the Philippines. Points clustered at 4mm. Number in circle represents total number of users which installed Battle in the Blood in that location. Total number of user records from the game analytics that contain geolocation data and have played the game in the Philippines=1441. Region level shape file from Humanitarian Data Exchange.