c.wattersdigra'051 impact of games in health. c.wattersdigra'052 sage group at dalhousie michael...

Download C.WattersDigra'051 Impact of Games in Health. C.WattersDigra'052 Sage Group at Dalhousie Michael Shepherd Jonathon Borwein Tony Cox Sageev Oore (St. Mary’s)

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C.WattersDigra'053 Focus Understanding motivational factors Challenges of long term use Building a framework for games in health Ubiquitous presence (PDA, cell phone, iPod)

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C.WattersDigra'051 Impact of Games in Health C.WattersDigra'052 Sage Group at Dalhousie Michael Shepherd Jonathon Borwein Tony Cox Sageev Oore (St. Marys) Evon (St.Marys) Tony Otley (IWK) Christine Chambers (IWK) Melanie Kellar Hadi Khazuri Azza Abouzied Fengan Liu Sean Smith David Langstroth C.WattersDigra'053 Focus Understanding motivational factors Challenges of long term use Building a framework for games in health Ubiquitous presence (PDA, cell phone, iPod) C.WattersDigra'054 Survey MBA& CS students 1.Are motivational factors relevant to the choice of games and the playing of games in these populations? 2.Are motivational factors specific to the populations or shared across the populations? C.WattersDigra'055 Motivational Factors 1.Control - Support self-regulation or autonomy: encouragement of innovation, relevant goals, choice, and managed guidance 2.Context - Rationales, feedback and storyline 3.Competency - Scaffolding of tasks, appropriate feedback, attainable challenges, and models of successful strategies 4.Engagement - Personalization, rewards, role playing, challenge, personal notes, collaboration, and communication C.WattersDigra'056 Gender Differences Females: similar preference in both groups Board/Card and Quest/Roleplaying Males MBA Sports and Board/Card Used consoles more CS Quest/Roleplaying & Shooter No Gender difference found in length of play Males in CS played more often than females C.WattersDigra'057 Survey Results There are more similarities than differences in our 2 populations in motivational factors related to game playing choice & preferences Avg playing times 87 & 96 min Games are designed to capitalize on these motivational factors Games with educational goals should include these factors in their design! C.WattersDigra'058 Game Genre C.WattersDigra'059 Challenges Ubiquitous PDA, cell phone, iPod Personalization Time Frame Child matures Interests change Treatment changes Novelty even though it is not a video game, it plays like one Turkle, 1995 C.WattersDigra'0510 Serious Games in Health Level 1 educationalQ&A /simulation Level 2 decision aidrole playing Level 3 treatmentdistraction/skills Level 4 Long term compliance journal Level 5 Collaboration and intervention 2-way comm. C.WattersDigra'0511 C.WattersDigra'0512 C.WattersDigra'0513 C.WattersDigra'0514 C.WattersDigra'0515 C.WattersDigra'0516 C.WattersDigra'0517 Building a Platform rather than a game Long term use Driven by user profiles Plugn play Build a few reusable games Adapt existing games Incorporate any game Web accessible Any machine any where Record all events in database C.WattersDigra'0518 Content Neutral Architecture C.WattersDigra'0519 city User information Health information Game information game1game2game3 Web server C.WattersDigra'0520