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Seriously fun: exploring how to combine promoting health awareness and engaging gameplay

Published: 07 October 2008 Publication History

Abstract

Combining engaging gameplay and educational aspects promoting health awareness gives an interesting challenge to game designers. This case study explores adolescents' (aged 13--16) technology usage, gaming habits and gaming motivations, as well as the elements affecting the user experience in serious games. Findings emphasize the importance of social aspects in gaming in form of presence of friends while gaming, or in offline or online multiplayer gaming. According to the findings games should offer challenges matching the player's competence and enable improvement, advancement and developing skills. Modifying characters, exploring the game world and physical activity were also important. The causes and consequences of selections in game and their relation to real-life were wished to be shown clearly in games. Design implications for designing games that promote health awareness are presented.

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  • (2024)Educational Video Games and Technology IntegrationIntegrative STEM and STEAM Education for Real-Life Learning10.1007/978-3-031-69824-8_8(177-195)Online publication date: 22-Oct-2024
  • (2022)Playing with invisible animals: An interactive system of floor-projected footprints to encourage children’s imaginationInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2021.10040732(100407)Online publication date: Jun-2022
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    cover image ACM Conferences
    MindTrek '08: Proceedings of the 12th international conference on Entertainment and media in the ubiquitous era
    October 2008
    221 pages
    ISBN:9781605581972
    DOI:10.1145/1457199
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    Publication History

    Published: 07 October 2008

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    Author Tags

    1. adolescent
    2. education
    3. exercise
    4. gaming
    5. health
    6. learning
    7. mobile device
    8. serious games

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    MindTrek08
    MindTrek08: MindTrek08
    October 7 - 9, 2008
    Tampere, Finland

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    Cited By

    View all
    • (2024)Educational Video Games and Technology IntegrationIntegrative STEM and STEAM Education for Real-Life Learning10.1007/978-3-031-69824-8_8(177-195)Online publication date: 22-Oct-2024
    • (2022)Playing with invisible animals: An interactive system of floor-projected footprints to encourage children’s imaginationInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2021.10040732(100407)Online publication date: Jun-2022
    • (2020)Design Features Associated with User Engagement in Digital Games for Healthy Lifestyle Promotion in Youth: A Systematic Review of Qualitative and Quantitative StudiesGames for Health Journal10.1089/g4h.2019.0058Online publication date: 10-Jan-2020
    • (2019)Role of situational context in use continuance after critical exergaming incidentsInformation Systems Journal10.1111/isj.1227330:3(596-633)Online publication date: 15-Nov-2019
    • (2018)Exergames Experience in Physical Education: A ReviewPhysical Culture and Sport. Studies and Research10.2478/pcssr-2018-001078:1(23-32)Online publication date: 19-Jul-2018
    • (2018)Which Game Narratives Do Adolescents of Different Gameplay and Sociodemographic Backgrounds Prefer? A Mixed-Methods AnalysisGames for Health Journal10.1089/g4h.2017.0178Online publication date: 9-Nov-2018
    • (2016)A Structural Theoretical Framework Based on Motor Play to Categorize and Analyze Active Video GamesGames and Culture10.1177/155541201557661311:7-8(690-719)Online publication date: 22-May-2016
    • (2015)Designing for young people's ICT useProceedings of the 19th International Academic Mindtrek Conference10.1145/2818187.2818269(130-137)Online publication date: 22-Sep-2015
    • (2014)Understanding teen UXCHI '14 Extended Abstracts on Human Factors in Computing Systems10.1145/2559206.2559232(79-82)Online publication date: 26-Apr-2014
    • (2012)Design and Evaluation of TamhattanHandbook of Research on Serious Games as Educational, Business and Research Tools10.4018/978-1-4666-0149-9.ch005(90-107)Online publication date: 2012
    • Show More Cited By

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