Games are designed to generate a high level of motivation and engagement in their players. Game players often display intensity in their interaction with and devotion (compulsion) to a game and play the game over and over. In this chapter, the authors present a framework of motivational constructs found in games that are applicable to the design of interactive health software. The framework includes four dimensions of constructs: control, competency, context, and engagement. The authors developed a platform supporting a variety of games that include these constructs, and through two focus groups we examined the impact of these interactions with children with long-term health disorders. The goal is to determine if games developed with health-related goals provide an opportunity to engage children over time with some responsibility for their own condition; that is, can we build games that function like personalized coaches?.
|Original language||English (US)|
|Title of host publication||Educational Gameplay and Simulation Environments|
|Subtitle of host publication||Case Studies and Lessons Learned|
|Number of pages||16|
|State||Published - 2010|
ASJC Scopus subject areas
- Social Sciences(all)