Assessing fun in serious games: formative evaluation of games from two diabetes prevention interventions
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The University of Texas School of Public Health
Abstract
Purpose: To determine the usability of two video games to prevent type 2 diabetes
and obesity among youth through analysis of data collected during alpha-testing.
Subjects: Ten children aged 9 to 12 were selected for three 2-hour alpha testing
sessions.
Methods: “Escape from Diab” and “Nanoswarm” were designed to change dietary
and physical inactivity behaviors, based on a theoretical framework of mediating variables
obtained from social cognitive theory, self-determination theory, elaboration likelihood
model, and behavioral inoculation theory. Thirteen mini-games developed by the software
company were divided into 3 groups based on completion date. Children tested 4-5 mini games in each of three sessions. Observed game play was followed by a scripted interview.
Results from observation forms and interview transcripts were tabulated and coded to
determine usability. Suggestions for game modifications were delivered to the software
design firm, and a follow-up table reports rationale for inclusion or exclusion of such
modifications.
Results: Participants were 50% frequent video game players and 20% non game players. Most (60%) were female. The mean grade (indicating likeability as a subset of usability) across all games given by children was significantly greater than a neutral grade of
80% (89%, p < 0.01)) indicating a positive likeability score. The games on average also
received positive ratings for fun, helpfulness of instructions and length compared to neutral
values (midpoint on likert scales) (all p < 0.01). Observation notes indicated that participants
paid attention to the instructions, did not appear to have much difficulty with the games, and
were “not frustrated”, “not bored”, “very engaged”, “not fidgety” and “very calm” (all p <
0.01). The primary issues noted in observations and interviews were unclear instructions and
unclear purpose of some games. Player suggestions primarily involved ways to make on
screen cues more visible or noticeable, instructions more clear, and games more elaborate or
difficult.
Conclusions: The present study highlights the importance of alpha testing video game
components for usability prior to completion to enhance usability and likeability. Results
indicate that creating clear instructions, making peripheral screen cues more eye-catching or
noticeable, and vigorously stating the purpose of the game to improve understandability are
important elements. However, future interventions will each present unique materials and
user-interfaces and should therefore also be thoroughly alpha-tested.
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Griffith, M. J. (2009). Assessing fun in serious games: Formative evaluation of games from two diabetes prevention interventions. Retrieved from ProQuest Digital Dissertations. (AAT 1462455)