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Abstract
Poor health behaviours established in adolescence can have lasting consequences in later life, such as obesity and sedentary behaviour. Interventions aimed at changing health behaviour typically have poor results. Serious video games have the potential to offer an intervention grounded in a fun and engaging world. Currently, there is no standard design tool used to help guide developers through the process of designing a serious video game to provoke healthy behaviour change. This paper will review behaviour change techniques (BCTs), discuss game design tools and why there is no current standard and will introduce a card-based design tool that was developed as a result of this analysis. This PhD project has implications for both serious game developers and behavioural psychologists as the design tool will allow stakeholders in game design and behavioural psychology to communicate more effectively in order to realise game-based health interventions. The outcome will be an alternative way to visualise and map behavioural theories in the early-stage development of serious games for healthy behaviour change.
Original language | English |
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Title of host publication | Proceedings of the 14th European Conference on Game Based Learning, ECGBL 2020 |
Editors | Panagiotis Fotaris |
Pages | 739-748 |
Number of pages | 10 |
ISBN (Electronic) | 9781912764716 |
DOIs | |
Publication status | Published - 24 Sep 2020 |
Publication series
Name | Proceedings of the European Conference on Games-based Learning |
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Volume | 2020September |
ISSN (Print) | 2049-0992 |
Keywords
- Behaviour change game
- Behaviour change game tool
- Behaviour change techniques
- Behavioural psychology
- Serious game development tool
- Serious games for health
ASJC Scopus subject areas
- Artificial Intelligence
- Computer Graphics and Computer-Aided Design
- Computer Networks and Communications
- Human-Computer Interaction
- Software
- Control and Systems Engineering
- Education
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