TY - GEN
T1 - Improving a new design tool to inform serious game behaviour change interventions
AU - Shanks, Karen
AU - Mannion, Mike
AU - Thomson, Karen
AU - Campbell, Julie
AU - Farrell, David
PY - 2021/9/23
Y1 - 2021/9/23
N2 - Serious games are an increasingly popular mechanism for encouraging human behaviour change. A difficult challenge is generating game design ideas for a given behaviour change brief. This paper describes a card design tool that supports ideas generation. Each card summarises a behaviour change technique (BCT), provides an application example prompt, and identifies possible game design elements. The research question is: does the card design tool have perceived value for designers for generating ideas for behaviour change games? To evaluate the tool, four recently graduated game design students were given a set of 34 cards, instructions on using the cards, a game brief and then asked to generate ideas. The instructions included sorting the cards into piles with different headings (BCT, application example prompt, game design element). Cards were drawn randomly one at a time from each pile iteratively until all piles were exhausted. Participants recorded ideas using techniques they felt comfortable with e.g. note-taking, mind maps. Qualitative data on the students’ perceived value of the design tool was collected using semi-structured interviews and analysed using reflexive thematic analysis. It showed that the cards had some value for ideas generation but often had too much information thereby stifling creativity. Some instructions were also confusing. The cards were modified: information made more succinct and a visual guide added to provide clearer instruction. The experiment was repeated with four serious games academics with more game design experience. Similar qualitative data was collected and analysed. This showed that the design tool provided a framework for designers to organise their initial ideas about how different elements of the game design brief might be tackled. It also helped to identify knowledge gaps and ideas that needed to be developed further. However, there remain some concerns about the tool’s complexity inhibiting aspects of creative flow.
AB - Serious games are an increasingly popular mechanism for encouraging human behaviour change. A difficult challenge is generating game design ideas for a given behaviour change brief. This paper describes a card design tool that supports ideas generation. Each card summarises a behaviour change technique (BCT), provides an application example prompt, and identifies possible game design elements. The research question is: does the card design tool have perceived value for designers for generating ideas for behaviour change games? To evaluate the tool, four recently graduated game design students were given a set of 34 cards, instructions on using the cards, a game brief and then asked to generate ideas. The instructions included sorting the cards into piles with different headings (BCT, application example prompt, game design element). Cards were drawn randomly one at a time from each pile iteratively until all piles were exhausted. Participants recorded ideas using techniques they felt comfortable with e.g. note-taking, mind maps. Qualitative data on the students’ perceived value of the design tool was collected using semi-structured interviews and analysed using reflexive thematic analysis. It showed that the cards had some value for ideas generation but often had too much information thereby stifling creativity. Some instructions were also confusing. The cards were modified: information made more succinct and a visual guide added to provide clearer instruction. The experiment was repeated with four serious games academics with more game design experience. Similar qualitative data was collected and analysed. This showed that the design tool provided a framework for designers to organise their initial ideas about how different elements of the game design brief might be tackled. It also helped to identify knowledge gaps and ideas that needed to be developed further. However, there remain some concerns about the tool’s complexity inhibiting aspects of creative flow.
KW - behaviour change game
KW - behaviour change game tool
KW - behaviour change techniques
KW - behavioural psychology
KW - serious game development tool
KW - serious games for health
UR - https://www.academic-bookshop.com/ourshop/prod_7645275-ECGBL-2021-Proceedings-of-the-15th-European-Conference-on-Game-Based-Learning.html
U2 - 10.34190/GBL.21.021
DO - 10.34190/GBL.21.021
M3 - Conference contribution
SN - 9781914587122
SP - 872
EP - 879
BT - ECGBL 2021- Proceedings of the 15th European Conference on Game Based Learning
A2 - Fotaris, Panagiotis
PB - Academic Conferences International
T2 - 15th European Conference on Game Based Learning
Y2 - 23 September 2021 through 24 September 2021
ER -