Cargando…

Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process

BACKGROUND: Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive health messages can feel like an insurmountable challenge. Although user-centered...

Descripción completa

Detalles Bibliográficos
Autores principales: Hemingway, Charlotte, Baja, Emmanuel S, Dalmacion, Godafreda V, Medina, Paul Mark B, Guevara, Ernest Genesis, Sy, Tyrone Reden, Dacombe, Russell, Dormann, Claire, Taegtmeyer, Miriam
Formato: Online Artículo Texto
Lenguaje:English
Publicado: JMIR Publications 2019
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6942189/
https://www.ncbi.nlm.nih.gov/pubmed/31859673
http://dx.doi.org/10.2196/13695
_version_ 1783484661638365184
author Hemingway, Charlotte
Baja, Emmanuel S
Dalmacion, Godafreda V
Medina, Paul Mark B
Guevara, Ernest Genesis
Sy, Tyrone Reden
Dacombe, Russell
Dormann, Claire
Taegtmeyer, Miriam
author_facet Hemingway, Charlotte
Baja, Emmanuel S
Dalmacion, Godafreda V
Medina, Paul Mark B
Guevara, Ernest Genesis
Sy, Tyrone Reden
Dacombe, Russell
Dormann, Claire
Taegtmeyer, Miriam
author_sort Hemingway, Charlotte
collection PubMed
description BACKGROUND: Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive health messages can feel like an insurmountable challenge. Although user-centered design is widely advocated, factors such as the user’s subject domain expertise, budget constraints, and poor data collection methods can restrict the benefits of user involvement. OBJECTIVE: This study aimed to develop a playable and acceptable game for health, targeted at young key populations in the Philippines. METHODS: Authors identified a range of user-centered design methods to be used in tandem from published literature. The resulting design process involved a phased approach, with 40 primary and secondary users engaged during the initial ideation and prototype testing stages. Selected methods included participatory design workshops, playtests, playability heuristics, and focus group discussions. Subject domain experts were allocated roles in the development team. Data were analyzed using a framework approach. Conceptual frameworks in health intervention acceptability and game design guided the analysis. In-game events were captured through the Unity Analytics service to monitor uptake and game use over a 12-month period. RESULTS: Early user involvement revealed a strong desire for online multiplayer gameplay, yet most reported that access to this type of game was restricted because of technical and economic constraints. A role-playing game (RPG) with combat elements was identified as a very appealing gameplay style. Findings guided us to a game that could be played offline and that blended RPG elements, such as narrative and turn-based combat, with match-3 puzzles. Although the game received a positive response during playtests, gameplay was at times perceived as repetitive and predicted to only appeal to casual gamers. Knowledge transfer was predominantly achieved through interpretation of the game’s narrative, highlighting this as an important design element. Uptake of the game was positive; between December 1, 2017, and December 1, 2018, 3325 unique device installs were reported globally. Game metrics provided evidence of adoption by young key populations in the Philippines. Game uptake and use were substantially higher in regions where direct engagement with target users took place. CONCLUSIONS: User-centered design activities supported the identification of important contextual requirements. Multiple data collection methods enabled triangulation of findings to mediate the inherent biases of the different techniques. Game acceptance is dependent on the ability of the development team to implement design solutions that address the needs and desires of target users. If target users are expected to develop design solutions, they must have adequate expertise and a significant role within the development team. Facilitating meaningful partnerships between health professionals, the games industry, and end users will support the games for health industry as it matures.
format Online
Article
Text
id pubmed-6942189
institution National Center for Biotechnology Information
language English
publishDate 2019
publisher JMIR Publications
record_format MEDLINE/PubMed
spelling pubmed-69421892020-01-13 Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process Hemingway, Charlotte Baja, Emmanuel S Dalmacion, Godafreda V Medina, Paul Mark B Guevara, Ernest Genesis Sy, Tyrone Reden Dacombe, Russell Dormann, Claire Taegtmeyer, Miriam JMIR Serious Games Original Paper BACKGROUND: Opportunities in digital distribution place mobile games as a promising platform for games for health. However, designing a game that can compete in the saturated mobile games market and deliver persuasive health messages can feel like an insurmountable challenge. Although user-centered design is widely advocated, factors such as the user’s subject domain expertise, budget constraints, and poor data collection methods can restrict the benefits of user involvement. OBJECTIVE: This study aimed to develop a playable and acceptable game for health, targeted at young key populations in the Philippines. METHODS: Authors identified a range of user-centered design methods to be used in tandem from published literature. The resulting design process involved a phased approach, with 40 primary and secondary users engaged during the initial ideation and prototype testing stages. Selected methods included participatory design workshops, playtests, playability heuristics, and focus group discussions. Subject domain experts were allocated roles in the development team. Data were analyzed using a framework approach. Conceptual frameworks in health intervention acceptability and game design guided the analysis. In-game events were captured through the Unity Analytics service to monitor uptake and game use over a 12-month period. RESULTS: Early user involvement revealed a strong desire for online multiplayer gameplay, yet most reported that access to this type of game was restricted because of technical and economic constraints. A role-playing game (RPG) with combat elements was identified as a very appealing gameplay style. Findings guided us to a game that could be played offline and that blended RPG elements, such as narrative and turn-based combat, with match-3 puzzles. Although the game received a positive response during playtests, gameplay was at times perceived as repetitive and predicted to only appeal to casual gamers. Knowledge transfer was predominantly achieved through interpretation of the game’s narrative, highlighting this as an important design element. Uptake of the game was positive; between December 1, 2017, and December 1, 2018, 3325 unique device installs were reported globally. Game metrics provided evidence of adoption by young key populations in the Philippines. Game uptake and use were substantially higher in regions where direct engagement with target users took place. CONCLUSIONS: User-centered design activities supported the identification of important contextual requirements. Multiple data collection methods enabled triangulation of findings to mediate the inherent biases of the different techniques. Game acceptance is dependent on the ability of the development team to implement design solutions that address the needs and desires of target users. If target users are expected to develop design solutions, they must have adequate expertise and a significant role within the development team. Facilitating meaningful partnerships between health professionals, the games industry, and end users will support the games for health industry as it matures. JMIR Publications 2019-12-20 /pmc/articles/PMC6942189/ /pubmed/31859673 http://dx.doi.org/10.2196/13695 Text en ©Charlotte Devon Hemingway, Emmanuel S Baja, Godafreda V Dalmacion, Paul Mark B Medina, Ernest Genesis Guevara, Tyrone Reden Sy, Russell Dacombe, Claire Dormann, Miriam Taegtmeyer. Originally published in JMIR Serious Games (http://games.jmir.org), 20.12.2019. https://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License (https://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution, and reproduction in any medium, provided the original work, first published in JMIR Serious Games, is properly cited. The complete bibliographic information, a link to the original publication on http://games.jmir.org, as well as this copyright and license information must be included.
spellingShingle Original Paper
Hemingway, Charlotte
Baja, Emmanuel S
Dalmacion, Godafreda V
Medina, Paul Mark B
Guevara, Ernest Genesis
Sy, Tyrone Reden
Dacombe, Russell
Dormann, Claire
Taegtmeyer, Miriam
Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process
title Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process
title_full Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process
title_fullStr Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process
title_full_unstemmed Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process
title_short Development of a Mobile Game to Influence Behavior Determinants of HIV Service Uptake Among Key Populations in the Philippines: User-Centered Design Process
title_sort development of a mobile game to influence behavior determinants of hiv service uptake among key populations in the philippines: user-centered design process
topic Original Paper
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6942189/
https://www.ncbi.nlm.nih.gov/pubmed/31859673
http://dx.doi.org/10.2196/13695
work_keys_str_mv AT hemingwaycharlotte developmentofamobilegametoinfluencebehaviordeterminantsofhivserviceuptakeamongkeypopulationsinthephilippinesusercentereddesignprocess
AT bajaemmanuels developmentofamobilegametoinfluencebehaviordeterminantsofhivserviceuptakeamongkeypopulationsinthephilippinesusercentereddesignprocess
AT dalmaciongodafredav developmentofamobilegametoinfluencebehaviordeterminantsofhivserviceuptakeamongkeypopulationsinthephilippinesusercentereddesignprocess
AT medinapaulmarkb developmentofamobilegametoinfluencebehaviordeterminantsofhivserviceuptakeamongkeypopulationsinthephilippinesusercentereddesignprocess
AT guevaraernestgenesis developmentofamobilegametoinfluencebehaviordeterminantsofhivserviceuptakeamongkeypopulationsinthephilippinesusercentereddesignprocess
AT sytyronereden developmentofamobilegametoinfluencebehaviordeterminantsofhivserviceuptakeamongkeypopulationsinthephilippinesusercentereddesignprocess
AT dacomberussell developmentofamobilegametoinfluencebehaviordeterminantsofhivserviceuptakeamongkeypopulationsinthephilippinesusercentereddesignprocess
AT dormannclaire developmentofamobilegametoinfluencebehaviordeterminantsofhivserviceuptakeamongkeypopulationsinthephilippinesusercentereddesignprocess
AT taegtmeyermiriam developmentofamobilegametoinfluencebehaviordeterminantsofhivserviceuptakeamongkeypopulationsinthephilippinesusercentereddesignprocess