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Mobile Game Design Guide to Improve Gaming Experience for the Middle-Aged and Older Adult Population: User-Centered Design Approach

机译:改善中年和老年人人口的游戏体验的移动游戏设计指南:以用户为中心的设计方法

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Background The number of older adult gamers who play mobile games is growing worldwide. Earlier studies have reported that digital games provide cognitive, physical, and socioemotional benefits for older adults. However, current mobile games that understand older adults’ gameplay experience and reflect their needs are very scarce. Furthermore, studies that have analyzed older adults’ game experience in a holistic manner are rare. Objective The purpose of this study was to suggest mobile game design guidelines for adults older than 50 years from a holistic gaming experience perspective. Adopting a human-centric approach, this study analyzes middle-aged and older adults’ gameplay experience and suggests practical design guides to increase accessibility and satisfaction. Methods We organized a living laboratory project called the “Intergenerational Play Workshop.” In this workshop, 40 middle-aged and older adults (mean age 66.75 years, age range 50-85 years) played commercial mobile games of various genres with young adult partners for 1 month (8 sessions). Using a convergent parallel mixed-method design, we conducted a qualitative analysis of dialogue, game diaries, and behavioral observations during the workshop and a quantitative analysis of the satisfaction level of the game elements for the mobile games that they played. Results This project was active from April 2019 to December 2021, and the data were collected at the workshops from July 1 to August 28, 2019. Based on the identified themes of positive and negative experiences from the qualitative data, we proposed 45 design guides under 3 categories: (1) cognitive and physical elements, (2) psychological and socioemotional elements, and (3) consumption contextual elements. Our empirical research could reaffirm the proposals from previous studies and provide new guidelines for improving the game design. In addition, we demonstrate how existing commercial games can be evaluated quantitatively by using the satisfaction level of each game’s elements and overall satisfaction level. Conclusions The final guidelines were presented to game designers to easily find related information and enhance the overall understanding of the game experience of middle-aged and older adults.
机译:背景技术在全球范围内播放手机游戏的旧成年游戏玩家的数量。早期的研究报告说,数字游戏为老年人提供认知,身体和社会间谍益处。然而,目前了解老年人的游戏体验并反映他们的需求的目前的移动游戏非常稀缺。此外,分析老年人以整体方式的比赛经验的研究是罕见的。目的本研究的目的是从整体游戏体验的角度来看,为50年龄超过50年的成人的移动游戏设计指南。本研究采用以人为本的方法,分析了中年和老年人的游戏体验,并提出了实用的设计指南,以增加可访问性和满足感。方法我们组织了一个名为“代际播放研讨会”的生活实验室项目。在这次研讨会上,40名中年和老年人(平均年龄为66.75岁,50-85岁)与年轻成年合作伙伴一起使用了1个月(8次会议)的各种类型的商业移动游戏。使用收敛并联混合方法设计,我们对研讨会期间对话,游戏日记和行为观测进行了定性分析,以及对他们所扮演的移动游戏的游戏元素的满意度分析。结果该项目于2019年4月至2021年至12月至2021年,该项目于2019年7月1日至8月28日在研讨会上收集。根据质量数据的正面和负面经验的确定主题,我们提出了45个设计指南3分类:(1)认知和物理元素,(2)心理和社会间隙元素,(3)消费语境元素。我们的实证研究可以重申以前研究的提案,并为改善游戏设计提供新的准则。此外,我们展示了如何通过使用每个游戏的元素的满意度和总体满意度来定量评估现有的商业游戏。结论最终指南呈现给游戏设计人员,以便轻松查找相关信息,并提高对中年和老年人游戏经验的整体理解。

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