A Case of Design and Practice of Lifestyle-related Diseases Game

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Other Title
  • 生活習慣病対策ゲームの開発実践
  • 生活習慣病対策ゲームの開発実践 : 知の生成をうながすゲーミング・インタラクションに注目して
  • セイカツ シュウカンビョウ タイサク ゲーム ノ カイハツ ジッセン : チ ノ セイセイ オ ウナガス ゲーミング ・ インタラクション ニ チュウモク シテ
  • — How Gaming Interaction Promotes Collective Intelligence —
  • —知の生成をうながすゲーミング・インタラクションに注目して—

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Abstract

Gaming as a tool benefits communication and education process within groups. This paper introduces a face-to-face negotiation game developed by the authors. This game deals with a health-care dilemma involving a businessperson's work life and personal life. Players as a businessperson are tempted to work hard to get a promotion, however, at the same time, a person has to negotiate and find balance at work and in healthy life. This paper illustrates unique settings of a design and practice of the lifestyle modification game by examining a case study. Two versions with a different structure of player interaction were created in order to discuss issues on bridging gaming method and collective intelligence. One is the design for multi-layered interaction among players and the other is based on one-on-one communication between businessperson player and tempter player. Practices of the lifestyle modification gaming with two versions were evaluated through a questionnaire survey given to university students. Although a gaming field with multilayered interaction generated laughter in the communication, it was suggested that the sum of interaction and the creation of new ideas was not necessary correlated.

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