Abstract
Many research projects have assessed the possibility and effectiveness of implementing games as health interventions. Recent literature shows generally positive results in specific case studies. However we acknowledged that research projects in this field regularly seem to disregard the connection to possible effective game mechanics, design principles and behavior change theories to underpin such results. Evidently most of these studies were intended and designed solely as randomized controlled trials (rct’s) to validate effectiveness of health interventions. We propose a theoretical framework to assess whether and on what grounds certain behavioral effects may be attributed to particular game mechanics and game play aspects. Our model is founded on the Elaboration Likelihood Model of Persuasion (ELM), which is quite appropriate to guide the evaluation structure for interventions that either aim at short term or long term attitude and behavior change. By means of an analysis of the working principles in the renowned game-based intervention Re-Mission we propose a small step towards such a framework.
Original language | English |
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Title of host publication | Proceedings of the Serious Games Conference 2014 |
Subtitle of host publication | Bridging communities, harnessing technologies and enriching lives |
Number of pages | 9 |
ISBN (Electronic) | 978-981-09-0463-0 |
DOIs | |
Publication status | Published - 2014 |
Event | 1st International Symposium on Simulation & Serious Games (ISSSG) 2014 - KINTEX, Ilsan, Korea, Republic of Duration: 23 May 2014 → 24 May 2014 Conference number: 1st http://rpsonline.com.sg/proceedings/9789810904630/index.html |
Conference
Conference | 1st International Symposium on Simulation & Serious Games (ISSSG) 2014 |
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Abbreviated title | ISSSG 2014 |
Country/Territory | Korea, Republic of |
City | Ilsan |
Period | 23/05/14 → 24/05/14 |
Internet address |
Keywords
- computer games
- health care
- behaviour