Abstract
Serious games (SGs) must engage, be entertaining and have a serious purpose to be effective. A health behavior change game (HBCG) can help change poor health behaviors but are difficult to design. One problem is there are few design tools to support developers of these types of games. This paper describes a card-based design tool for use during the idea generation phase of game design. The research question is: To what extent does an idea generation card tool have perceived value for SG designers generating ideas for behavior change games? This paper reports on the deployment of the tool for an HBCG to help individuals improve their diet and levels of physical activity. An evaluation was undertaken using qualitative data gathered through interviews with serious game developers and a focus group conducted with student game designers. Emergent common themes across both data sets were that the tool had practical and emotional value. Practical value in using the cards was found in the card structure, card content and sorting process. Emotional value included the positive feelings of having physical cards in front of them to use, the presentation of ideas and support provided on a topic they knew little about which brought some relief, increasing confidence and allowing for a more creative environment by freeing up their imagination. Negative feelings were also experienced and included participants remaining anxious about the range, complexity and interrelatedness of the concepts they needed to consider.
Published Version
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