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Eudaimonia and Hedonia in the Design and Evaluation of a Cooperative Game for Psychosocial Well-Being
Human-Computer Interaction ( IF 4.5 ) Pub Date : 2019-01-24 , DOI: 10.1080/07370024.2018.1555481
Katie Seaborn 1 , Peter Pennefather 1 , Deborah I. Fels 2
Affiliation  

An extended design and evaluation framework of eudaimonia (personal growth, expressiveness) and hedonia (pleasure, comfort) was applied to a cooperative game for older adults who rely on power mobility. The purpose was to address two psychosocial well-being needs (perceptions of performance mastery and empathy enhancement) through a game with an interaction format that augments the experience of powered chair use: mixed reality with power mobility-based interaction and movement. Two versions of the game—one in a mixed reality format and one without—were created to evaluate the efficacy of using this framework and explore relevant user experience factors. Qualitative findings suggest that the mixed reality version of the game elicited eudaimonic experiences, where the older adult participants who were typically reliant on power mobility perceived a positive change in performance mastery while their partners, who were not reliant on power mobility developed a greater appreciation for everyday powered chair use. Further, a role reversal, where the elders took on a ‘caregiving’ role in the context of powered chair expertise, was observed. Moreover, inferential findings showed evidence of a predictive relationship between hedonic and eudaimonic orientations, psychological well-being, and game engagement, regardless of age, disability status, and game version.



中文翻译:

Eudaimonia和Hedonia在社会心理福祉合作游戏的设计和评估中

扩大的eudaimonia(个人成长,表现力)和hedonia(愉悦,舒适)的设计和评估框架已应用于依赖力量移动的老年人的合作游戏中。目的是通过一种具有增强电动椅使用体验的交互格式的游戏来满足两个社会心理的福利需求(对性能掌握和同理心的感知):混合现实与基于动力移动性的交互和移动。创建了两个版本的游戏(一个为混合现实格式,一个为无现实格式),以评估使用此框架的效果并探索相关的用户体验因素。定性研究结果表明,该游戏的混合现实版本引起了eudaimonic的体验,在这里,通常依赖于电动助力装置的年长参与者会感觉到他们对性能的掌握发生了积极变化,而不依赖电动助力装置的伙伴则对日常使用电动座椅有了更多的了解。此外,还观察到角色颠倒,即长者在动力座椅专业知识的背景下承担“照料”角色。此外,推论发现表明享乐主义和大自然取向,心理健康状况和游戏参与度之间存在预测关系,而与年龄,残疾状态和游戏版本无关。观察到长者在电动座椅专业知识的背景下扮演“照料”角色。此外,推论发现表明享乐主义和大自然取向,心理健康状况和游戏参与度之间存在预测关系,而与年龄,残疾状态和游戏版本无关。观察到长者在电动座椅专业知识的背景下扮演“照料”角色。此外,推论发现表明享乐主义和大自然取向,心理健康状况和游戏参与度之间存在预测关系,而与年龄,残疾状态和游戏版本无关。

更新日期:2019-01-24
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