Sideffect GamePlan: Development of an alcohol and other drug serious game for high school students using a systematic and iterative user-centred game development framework. (August 2023)
- Record Type:
- Journal Article
- Title:
- Sideffect GamePlan: Development of an alcohol and other drug serious game for high school students using a systematic and iterative user-centred game development framework. (August 2023)
- Main Title:
- Sideffect GamePlan: Development of an alcohol and other drug serious game for high school students using a systematic and iterative user-centred game development framework
- Authors:
- Nicholas, Joanna
Mills, Brennen
Hansen, Sara
Bright, Stephen J.
Scott, Joseph
Ridout, Imogen
Watson, Jess
Boyd, Heather
Brook, Luke
Hopper, Luke - Abstract:
- Abstract: Serious games have shown to be effective in improving motivation to learn, knowledge and retention, thus are being increasingly used for alcohol and other drug (AOD) education. This paper outlines the development of an online AOD serious game for in-class use by Australian secondary school teachers for students in Years 9–10. Adapted from Edwards et al. (2018), the seven-step systematic and iterative user-centred development framework included: (1) Forming an expert multidisciplinary design team, (2) Defining the problem and establishing user preferences, (3) Incorporating the evidence base, (4) Serious game design, (5) Incorporating behavioural and psychological theory, (6) Developing a logic model and investigating causal pathways, and (7) User testing. High school students ( n = 8), health and physical education teachers ( n = 7), and parents ( n = 8) were engaged throughout different stages of the development process to inform development and provide feedback on considerations for promoting engagement, acceptability, and usability of the game amongst both students and teachers. Overall, participants rated game acceptability and usability favourably and would recommend the game for learning about AOD. Constructive feedback and suggestions for improvements from user testing sessions were implemented to form the final version of the game and module. The next step is to test Sideffect GamePlan in a simulated classroom environment before piloting in schoolAbstract: Serious games have shown to be effective in improving motivation to learn, knowledge and retention, thus are being increasingly used for alcohol and other drug (AOD) education. This paper outlines the development of an online AOD serious game for in-class use by Australian secondary school teachers for students in Years 9–10. Adapted from Edwards et al. (2018), the seven-step systematic and iterative user-centred development framework included: (1) Forming an expert multidisciplinary design team, (2) Defining the problem and establishing user preferences, (3) Incorporating the evidence base, (4) Serious game design, (5) Incorporating behavioural and psychological theory, (6) Developing a logic model and investigating causal pathways, and (7) User testing. High school students ( n = 8), health and physical education teachers ( n = 7), and parents ( n = 8) were engaged throughout different stages of the development process to inform development and provide feedback on considerations for promoting engagement, acceptability, and usability of the game amongst both students and teachers. Overall, participants rated game acceptability and usability favourably and would recommend the game for learning about AOD. Constructive feedback and suggestions for improvements from user testing sessions were implemented to form the final version of the game and module. The next step is to test Sideffect GamePlan in a simulated classroom environment before piloting in school settings. Graphical abstract: Image 1 Highlights: A six-lesson alcohol and other drug education package for high school teachers to use in-class with Year 9 and 10 students. Serious game development process outlining conceptual and theoretical approaches. An interactive narrative serious game and in-class activities aligned to Australian health education curriculum. Content focused on alcohol and other drug harm reduction and real-life scenarios. User-centred design approach to promote end-user engagement and adoption. … (more)
- Is Part Of:
- Computers in human behavior. Volume 145(2023)
- Journal:
- Computers in human behavior
- Issue:
- Volume 145(2023)
- Issue Display:
- Volume 145, Issue 2023 (2023)
- Year:
- 2023
- Volume:
- 145
- Issue:
- 2023
- Issue Sort Value:
- 2023-0145-2023-0000
- Page Start:
- Page End:
- Publication Date:
- 2023-08
- Subjects:
- Secondary education -- Alcohol and other drugs -- Health education -- Serious game design -- Harm reduction -- Games
alcohol and other drugs (AOD) -- external advisory group (EAG) -- health and physical education (HPE) -- randomised controlled trial (RCT) -- Social Cognitive Theory (SCT) -- Self Determination Theory (SDT) -- socioeconomic status (SES) -- Theory of Planned Behaviour (TPB) -- youth reference group (YRG)
Interactive computer systems -- Periodicals
Man-machine systems -- Periodicals
004.019 - Journal URLs:
- http://www.sciencedirect.com/science/journal/07475632 ↗
http://www.elsevier.com/journals ↗ - DOI:
- 10.1016/j.chb.2023.107774 ↗
- Languages:
- English
- ISSNs:
- 0747-5632
- Deposit Type:
- Legaldeposit
- View Content:
- Available online (eLD content is only available in our Reading Rooms) ↗
- Physical Locations:
- British Library DSC - 3394.921600
British Library DSC - BLDSS-3PM
British Library HMNTS - ELD Digital store - Ingest File:
- 27045.xml