Abstract
Game-based design can be used to develop engaging health applications for children. This engagement can only be realised when design is tailored to their preferences. In this study we investigate game preferences of children and translate these into design recommendations. Game preferences of children aged 6 to 12 were assessed through a questionnaire. Outcomes were classified by means of the 7D framework which divides game content into seven linear domains. Significant differences in mean scores among demographic subgroups were explored.
Sixty-five children participated (M=9 years, SD=0.24, 36 boys, 29 girls, 8 children with asthma). Data showed high preference for content in domains novelty (Mnovelty=63) and dedication
(Mdedication=70). Analysis resulted in subdivision of scores based on gender, age and playing frequency. Striking differences in scores were found between boys and girls in discord (Mboys=62, Mgirls=19), intensity (Mboys=60, Mgirls=27), rivalry (Mboys=53, Mgirls=31) and threat (Mboys=64, Mgirls=25). To design games for children we recommend to stimulate curiosity by offering variation and discovery, to enable achievement, learning and social contact. A divergence in preferences for boys and girls must be regarded. Opposed to boys, girls may lose interest in games that have violent or scary content, that are mainly competitive or demand continuous effort.
Sixty-five children participated (M=9 years, SD=0.24, 36 boys, 29 girls, 8 children with asthma). Data showed high preference for content in domains novelty (Mnovelty=63) and dedication
(Mdedication=70). Analysis resulted in subdivision of scores based on gender, age and playing frequency. Striking differences in scores were found between boys and girls in discord (Mboys=62, Mgirls=19), intensity (Mboys=60, Mgirls=27), rivalry (Mboys=53, Mgirls=31) and threat (Mboys=64, Mgirls=25). To design games for children we recommend to stimulate curiosity by offering variation and discovery, to enable achievement, learning and social contact. A divergence in preferences for boys and girls must be regarded. Opposed to boys, girls may lose interest in games that have violent or scary content, that are mainly competitive or demand continuous effort.
Original language | English |
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Pages | 422-430 |
Number of pages | 9 |
DOIs | |
Publication status | Published - 19 Jan 2018 |
Event | 11th International Conference on Health Informatics 2018 - Funchal, Portugal Duration: 19 Jan 2018 → 21 Jan 2018 Conference number: 11 http://www.healthinf.biostec.org/?y=2018 |
Conference
Conference | 11th International Conference on Health Informatics 2018 |
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Abbreviated title | HealthINF 2018 |
Country/Territory | Portugal |
City | Funchal |
Period | 19/01/18 → 21/01/18 |
Internet address |
Keywords
- Gaming
- Game-based
- Game preferences
- Gamification
- Game design
- Framework
- Classification
- Taxonomy
- Player type
- Telemedicine
- eHealth
- Health informatics
- Tailoring
- Adherence
- Engagement
- Children
- Asthma