2016
DOI: 10.2196/jmir.4444
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Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis

Abstract: Background Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents active user involvement as informant (ie, users are asked for input and feedback) or codesigner (ie, users as equal partners in the design) early on and throughout the game development, may be … Show more

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Cited by 130 publications
(117 citation statements)
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References 79 publications
(128 reference statements)
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“…As examples, there is usability analysis and user-centered design, the emotional design that analyzes human computer linkage through the positive or negative emotions generated in interaction, participatory design and playability, in the context of computational-based educational games. 9,20,23,26 During validation, the problems encountered focused mainly on levels that do not require corrections, reinforcing that the serious game was designed in line with the interests of serving the end user in a useful, enjoyable and educational way. In this way, we discuss in this section the items of heuristics in which problems of level 3 and 4 were identified.…”
Section: Discussionmentioning
confidence: 99%
“…As examples, there is usability analysis and user-centered design, the emotional design that analyzes human computer linkage through the positive or negative emotions generated in interaction, participatory design and playability, in the context of computational-based educational games. 9,20,23,26 During validation, the problems encountered focused mainly on levels that do not require corrections, reinforcing that the serious game was designed in line with the interests of serving the end user in a useful, enjoyable and educational way. In this way, we discuss in this section the items of heuristics in which problems of level 3 and 4 were identified.…”
Section: Discussionmentioning
confidence: 99%
“…Co-creation methods integrate user perspectives with expert opinion and scientific evidence to develop interventions [39]. Participatory design has been used successfully to improve the dynamics and challenge of serious games for health promotion [40]. Participatory design methods may, therefore, help reduce this conflict by developing platforms acceptable to users, in terms of ease of use and need satisfaction, and developers, in terms of promoting wellbeing, in line with corporate responsibility.…”
Section: Problematic Attachment and Behavioural Change Tools In Smentioning
confidence: 99%
“…Having created an account, participants were asked to build their own avatar in order to increase their engagement in the game (Birk, Atkins, Bowey, & Mandryk, 2016;Christou & Michael, 2014;Lindgren, 2013). We decided that this would be beneficial even though it has been shown that a participant's input on game aesthetics has only a limited influence on its effectiveness (DeSmet et al, 2016). They could opt for a female or a male avatar and were free to choose among five different style options for caps, hairstyles, shirts, trousers (and skirts for females), and shoes.…”
Section: Methodsmentioning
confidence: 99%
“…However, the effectiveness of tailoring might also reach a limit. As DeSmet et al (2016) pointed out in a recent meta-analysis, a participatory design (PD) approach that involves the target group in the development of a serious game either as informants or as co-designers was less effective in changing health behavior compared to an approach that integrated the target group as testers in the game. As DeSmet points out, this unexpected result could be explained by a need of substantial game design skills of future users instead of just being part of the target group, and by a need to adjust codesign techniques to the level of user design experiences.…”
Section: Serious or Educational Gamesmentioning
confidence: 99%
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