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1.
JMIR Serious Games ; 10(2): e21376, 2022 May 19.
Artigo em Inglês | MEDLINE | ID: mdl-35588056

RESUMO

BACKGROUND: Although in many contexts unsuccessful games targeting learning, social interaction, or behavioral change have few downsides, when covering a sensitive domain such as mental health (MH), care must be taken to avoid harm and stigmatization of people who live with MH conditions. As a result, evaluation of the game to identify benefits and risks is crucial in understanding the game's success; however, assessment of these apps is often compared with the nongame control condition, resulting in findings specifically regarding entertainment value and user preferences. Research exploring the design process, integrating field experts, and guidelines for designing a successful serious game for sensitive topics is limited. OBJECTIVE: The aim of this study is to understand which elements of game design can guide a designer when designing a game for sensitive topics. METHODS: To carefully probe the design space of serious games for MH, we present Above Water (AbW), a game targeting the reduction of stigma surrounding MH, now in its second iteration. The game, AbW, serves as a consistent research probe to solicit expert feedback. Experts were recruited from a range of topic domains related to MH and wellness, game design, and user experience. RESULTS: By using this deployment as a research probe, this study demonstrates how to synthesize gained insights from multiple expert perspectives and create actionable guidelines for successful design of serious games targeting sensitive topics. CONCLUSIONS: Our work contributes to a better understanding of how to design specialized games to address sensitive topics. We present a set of guidelines for designing games for sensitive subjects, and for each guideline, we present an example of how to apply the finding to the sample game (AbW). Furthermore, we demonstrate the generalizability to other sensitive topics by providing an additional example of a game that could be designed with the presented guidelines.

2.
Obesity (Silver Spring) ; 29(3): 475-477, 2021 03.
Artigo em Inglês | MEDLINE | ID: mdl-33538095

RESUMO

Novel approaches to obesity prevention among youth are needed. Accordingly, the Office of Women's Health, Department of Health and Human Services, sponsored a challenge to create an interactive video game for obesity prevention. Our team took a theory-based, evidence-informed approach to increasing physical activity in girls. Our approach-digitally mediated physical play-allowed us to include computing-based strategies that promote activity without keeping players in front of a screen. Our prize-winning prototype app, Frolic, helps girls choose the perfect game to play in any context, engaging parents for support. The app is used to highlight some opportunities and challenges for interdisciplinary collaboration. However, much work remains to be done to deploy innovative digital obesity interventions and fully capture the contributions of these tools. In order to accelerate advances, funding is needed for projects that combine engineering design principles with traditional obesity research paradigms.


Assuntos
Invenções , Aplicativos Móveis , Obesidade Infantil , Jogos e Brinquedos , Adolescente , Criança , Pré-Escolar , Atenção à Saúde/métodos , Exercício Físico/psicologia , Feminino , Humanos , Relações Pais-Filho , Obesidade Infantil/prevenção & controle , Obesidade Infantil/terapia , Ludoterapia/instrumentação , Ludoterapia/métodos , Prevenção Primária/instrumentação , Prevenção Primária/métodos , Sistemas de Apoio Psicossocial , Terapias em Estudo/instrumentação , Terapias em Estudo/métodos , Jogos de Vídeo , Adulto Jovem
3.
DIS (Des Interact Syst Conf) ; 2017: 69-81, 2017 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-28868523

RESUMO

Games for health (G4H) aim to improve health outcomes and encourage behavior change. While existing theoretical frameworks describe features of both games and health interventions, there has been limited systematic investigation into how disciplinary and interdisciplinary stakeholders understand design features in G4H. We recruited 18 experts from the fields of game design, behavioral health, and games for health, and prompted them with 16 sample games. Applying methods including open card sorting and triading, we elicited themes and features (e.g., real-world interaction, game mechanics) around G4H. We found evidence of conceptual differences suggesting that a G4H perspective is not simply the sum of game and health perspectives. At the same time, we found evidence of convergence in stakeholder views, including areas where game experts provided insights about health and vice versa. We discuss how this work can be applied to provide conceptual tools, improve the G4H design process, and guide approaches to encoding G4H-related data for large-scale empirical analysis.

4.
Fam Community Health ; 33(4): 285-300, 2010.
Artigo em Inglês | MEDLINE | ID: mdl-20736756

RESUMO

Scant HIV/AIDS prevalence data from Curacao suggest that 65.9% of the HIV/AIDS cases in the Netherlands Antilles are currently being documented in this country. The present cross-sectional qualitative study evaluated levels of knowledge of sexual health and information-seeking behavior of Spanish-speaking immigrant adolescents in Curacao. Findings point to a greater need for channels of sexual health information targeting adolescents that focus on the interpersonal aspects of sexuality, to encourage greater parental involvement in their adolescents' lives, and to improve communications between adolescents and their parents. Study findings also suggest the need for a more thoughtful and systematic exploration of the indications by participants that force/coercion specifically by older men including stepfathers was a reason for sexual initiation of many young Latina girls in Curacao.


Assuntos
Comportamento do Adolescente/etnologia , Emigrantes e Imigrantes/psicologia , Conhecimentos, Atitudes e Prática em Saúde , Comportamento de Busca de Informação , Comportamento Sexual , Adolescente , Estudos Transversais , Emigrantes e Imigrantes/estatística & dados numéricos , Feminino , Humanos , Relações Interpessoais , América Latina/etnologia , Masculino , Antilhas Holandesas , Inquéritos e Questionários
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