2015
DOI: 10.17083/ijsg.v2i3.75
|View full text |Cite
|
Sign up to set email alerts
|

Validation of Serious Games

Abstract: The application of games for behavioral change has seen a surge in popularity but evidence on the efficacy of these games is contradictory. Anecdotal findings seem to confirm their motivational value whereas most quantitative findings from randomized controlled trials (RCT) are negative or difficult to interpret. One cause for the contradictory evidence could be that the standard RCT validation methods are not sensitive to serious games’ effects. To be able to adapt validation methods to the properties of seri… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
1
1
1
1

Citation Types

0
12
0
1

Year Published

2016
2016
2024
2024

Publication Types

Select...
8

Relationship

3
5

Authors

Journals

citations
Cited by 19 publications
(13 citation statements)
references
References 45 publications
0
12
0
1
Order By: Relevance
“…To gain a better understanding of how and when gamification benefits real-world behavior, time sensitive measurements of outcome variables such as motivation need to be developed (van der Kooij et al, 2015). Using the novel QMI our study suggests that a benefit of gamification is that it enhances the durability of enjoyment and thereby intrinsic motivation.…”
Section: Discussionmentioning
confidence: 99%
“…To gain a better understanding of how and when gamification benefits real-world behavior, time sensitive measurements of outcome variables such as motivation need to be developed (van der Kooij et al, 2015). Using the novel QMI our study suggests that a benefit of gamification is that it enhances the durability of enjoyment and thereby intrinsic motivation.…”
Section: Discussionmentioning
confidence: 99%
“…With regard to the validity, much knowledge is still lacking about the proper methods to test and compare real world effects. Recently, a number of studies are emerging to review the effect of such games (such as [19]), as well as proposals calling for more fitting validation methods [20]. Concerning the mechanisms, much is still unknown about how the various game elements work to influence user experience during and after gameplay.…”
Section: Key Issues In Serious and Persuasive Games Researchmentioning
confidence: 99%
“…RCTs typically involve systematically comparing the before and after effects of a population group which has gone through the persuasive game "intervention" in comparison to a baseline or placebo treatment approach. However, this method is often costly in time and effort (See [20] for a discussion). Alternatively, experimental studies could be carried out.…”
Section: Dish 4: Evaluation Of Effectsmentioning
confidence: 99%
“…Ideally, both groups are equal except for the independent variable (e.g., when comparing a product with a tailored product, and the only difference is the tailoring). This would make it possible to draw conclusions on the effect of the independent variable [95]. Because validation research in the context of games for health is limited, we not only took into account the control groups that received a non-personalized game, but also treatment as usual (e.g., no game-intervention), or control groups that consisted of other user-groups (e.g., healthy end-users [38,42]).…”
Section: Overview Healthcare and Product Effectsmentioning
confidence: 99%
“…In this literature study, we have defined personalization and how it can be applied within the games for health design process. We recommend that future studies not only focus on involving stakeholders in the Product Design-and Tailoring Phase of a PDP, but also to methodologically test whether this stakeholder involvement in the PDP results in better outcomes on experience, behavior and health related transfer effect, by the use of suitable control groups [95].…”
Section: Future Work and Conclusionmentioning
confidence: 99%