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A Distributed Multiplayer Game to Promote Active Transport at Workplaces: User-Centred Design, Implementation and Lessons Learned
IEEE Transactions on Games ( IF 2.3 ) Pub Date : 2020-12-01 , DOI: 10.1109/tg.2020.3021728
Teemu H. Laine , Jorgen Normark , Helena Lindvall , Anna-Karin Lindqvist , Stina Rutberg

Recent decline in active transport and increase in motorized transport decreases physical activity and increases air pollution. Using games to motivate people to change their behavior toward active transport can mitigate this. We proposed Tic–Tac-Training, a distributed, collaborative, and competitive game for promoting active transport at workplaces. Tic–Tac-Training was developed through a multidisciplinary and iterative user-centered design (UCD) process in four stages: 1) paper prototype, 2) low-fidelity prototypes, 3) high-fidelity prototypes, and 4) digital prototype. User testing and playtesting (N = 12) yielded a number of improvement suggestions. We also analyzed how Tic–Tac-Training supports the eight core drives of gamification (Octalysis), and presented 17 lessons learned in four categories. Findings suggest that UCD can be useful for developing exergame interventions for workplaces. Moreover, the lessons learned can benefit exergame designers. More research is needed to measure the behavior change effect of Tic–Tac-Training and its applicability to other use cases.

中文翻译:

促进工作场所主动交通的分布式多人游戏:以用户为中心的设计、实施和经验教训

最近主动交通的减少和机动交通的增加减少了身体活动并增加了空气污染。使用游戏来激励人们改变他们对主动交通的行为可以缓解这种情况。我们提出了 Tic-Tac-Training,这是一种分布式、协作和竞争性的游戏,用于促进工作场所的主动交通。Tic-Tac-Training 是通过多学科和以用户为中心的迭代设计 (UCD) 过程开发的,分为四个阶段:1) 纸质原型,2) 低保真原型,3) 高保真原型,以及 4) 数字原型。用户测试和游戏测试(N = 12)产生了许多改进建议。我们还分析了 Tic-Tac-Training 如何支持游戏化的八个核心驱动力(Octalysis),并介绍了四个类别中的 17 个经验教训。研究结果表明,UCD 可用于为工作场所开发运动游戏干预措施。此外,学到的经验教训可以使游戏设计者受益。需要更多的研究来衡量 Tic-Tac-Training 的行为改变效果及其对其他用例的适用性。
更新日期:2020-12-01
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