How to Design Game-based Healthcare Applications for Children? - A Study on Children’s Game Preferences

Anna Frederiek Alberdien de Vette, Monique Tabak, Miriam Marie Rosé Vollenbroek-Hutten

    Research output: Contribution to conferencePaper

    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.
    Original languageEnglish
    Number of pages9
    DOIs
    Publication statusPublished - 19 Jan 2018
    Event11th International Conference on Health Informatics 2018 - Funchal, Portugal
    Duration: 19 Jan 201821 Jan 2018
    Conference number: 11
    http://www.healthinf.biostec.org/?y=2018

    Conference

    Conference11th International Conference on Health Informatics 2018
    Abbreviated titleHealthINF 2018
    CountryPortugal
    CityFunchal
    Period19/01/1821/01/18
    Internet address

    Fingerprint

    Delivery of Health Care
    Exploratory Behavior
    Anniversaries and Special Events
    Asthma
    Demography
    Learning

    Keywords

    • Gaming, game-based, game preferences, gamification, game design, framework, classification, taxonomy, player type, telemedicine, eHealth, health informatics, tailoring, adherence, engagement, children, asthma.

    Cite this

    de Vette, Anna Frederiek Alberdien ; Tabak, Monique ; Vollenbroek-Hutten, Miriam Marie Rosé. / How to Design Game-based Healthcare Applications for Children? - A Study on Children’s Game Preferences. Paper presented at 11th International Conference on Health Informatics 2018, Funchal, Portugal.9 p.
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    title = "How to Design Game-based Healthcare Applications for Children? - A Study on Children’s Game Preferences",
    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.",
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    author = "{de Vette}, {Anna Frederiek Alberdien} and Monique Tabak and Vollenbroek-Hutten, {Miriam Marie Ros{\'e}}",
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    doi = "10.5220/0006584804220430",
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    note = "11th International Conference on Health Informatics 2018, HealthINF 2018 ; Conference date: 19-01-2018 Through 21-01-2018",
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    de Vette, AFA, Tabak, M & Vollenbroek-Hutten, MMR 2018, 'How to Design Game-based Healthcare Applications for Children? - A Study on Children’s Game Preferences' Paper presented at 11th International Conference on Health Informatics 2018, Funchal, Portugal, 19/01/18 - 21/01/18, . https://doi.org/10.5220/0006584804220430

    How to Design Game-based Healthcare Applications for Children? - A Study on Children’s Game Preferences. / de Vette, Anna Frederiek Alberdien; Tabak, Monique ; Vollenbroek-Hutten, Miriam Marie Rosé.

    2018. Paper presented at 11th International Conference on Health Informatics 2018, Funchal, Portugal.

    Research output: Contribution to conferencePaper

    TY - CONF

    T1 - How to Design Game-based Healthcare Applications for Children? - A Study on Children’s Game Preferences

    AU - de Vette, Anna Frederiek Alberdien

    AU - Tabak, Monique

    AU - Vollenbroek-Hutten, Miriam Marie Rosé

    PY - 2018/1/19

    Y1 - 2018/1/19

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    AB - 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.

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