Cargando…

Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model

Today globally, more people die from chronic diseases than from war and terrorism. This is not due to aging alone but also because we lead unhealthy lifestyles with little or no exercise and typically consume food with poor nutritional content. This paper proffers the design science research method...

Descripción completa

Detalles Bibliográficos
Autores principales: Spil, Ton A.M., Romijnders, Vincent, Sundaram, David, Wickramasinghe, Nilmini, Kijl, Björn
Formato: Online Artículo Texto
Lenguaje:English
Publicado: The Authors. Published by Elsevier Ltd. 2021
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7434392/
https://www.ncbi.nlm.nih.gov/pubmed/32836650
http://dx.doi.org/10.1016/j.ijinfomgt.2020.102202
_version_ 1783572137110405120
author Spil, Ton A.M.
Romijnders, Vincent
Sundaram, David
Wickramasinghe, Nilmini
Kijl, Björn
author_facet Spil, Ton A.M.
Romijnders, Vincent
Sundaram, David
Wickramasinghe, Nilmini
Kijl, Björn
author_sort Spil, Ton A.M.
collection PubMed
description Today globally, more people die from chronic diseases than from war and terrorism. This is not due to aging alone but also because we lead unhealthy lifestyles with little or no exercise and typically consume food with poor nutritional content. This paper proffers the design science research method to create an artefact that can help people study the diffusion of serious games. The ultimate goal of the study is to create a serious game that can help people to improve their balance in physical exercise, nutrition and well-being. To do this, first we conducted 97 interviews to study if wearables can be used for gathering health data. Analysis indicates that designers, manufacturers, and developers of wearables and associated software and apps should make their devices reliable, relevant, and user friendly. To increase the diffusion, adoption, and habitual usage of wearables key issues such as privacy and security need to be addressed as well. Then, we created a paper prototype and conducted a further 32 interviews to validate the first prototype of the game, especially with respect to the diffusion possibilities of the game. Results are positive from a formal technology acceptance point of view showing relevance and usefulness. But informally in the open questions some limitations also became visible. In particular, ease of use is extremely important for acceptance and calling it a game can in fact be an obstruction. Moreover, the artefact should not be patronizing and age differences can also pose problems, hence the title not to make the serious game too serious. Future research plans to address these problems in the next iteration while the future implementation plan seeks for big platforms or companies to diffuse the serious game. A key theoretical contribution of this research is the identification of habit as a potential dependent variable for the intention to use wearables and the development of a diffusion model for serious games. The hedonic perspective is added to the model as well as trust and perceived risks. This model ends the cycle of critical design with an improvement of theory as result contributing to the societal goal of decreasing Obesities and Diabetes.
format Online
Article
Text
id pubmed-7434392
institution National Center for Biotechnology Information
language English
publishDate 2021
publisher The Authors. Published by Elsevier Ltd.
record_format MEDLINE/PubMed
spelling pubmed-74343922020-08-19 Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model Spil, Ton A.M. Romijnders, Vincent Sundaram, David Wickramasinghe, Nilmini Kijl, Björn Int J Inf Manage Article Today globally, more people die from chronic diseases than from war and terrorism. This is not due to aging alone but also because we lead unhealthy lifestyles with little or no exercise and typically consume food with poor nutritional content. This paper proffers the design science research method to create an artefact that can help people study the diffusion of serious games. The ultimate goal of the study is to create a serious game that can help people to improve their balance in physical exercise, nutrition and well-being. To do this, first we conducted 97 interviews to study if wearables can be used for gathering health data. Analysis indicates that designers, manufacturers, and developers of wearables and associated software and apps should make their devices reliable, relevant, and user friendly. To increase the diffusion, adoption, and habitual usage of wearables key issues such as privacy and security need to be addressed as well. Then, we created a paper prototype and conducted a further 32 interviews to validate the first prototype of the game, especially with respect to the diffusion possibilities of the game. Results are positive from a formal technology acceptance point of view showing relevance and usefulness. But informally in the open questions some limitations also became visible. In particular, ease of use is extremely important for acceptance and calling it a game can in fact be an obstruction. Moreover, the artefact should not be patronizing and age differences can also pose problems, hence the title not to make the serious game too serious. Future research plans to address these problems in the next iteration while the future implementation plan seeks for big platforms or companies to diffuse the serious game. A key theoretical contribution of this research is the identification of habit as a potential dependent variable for the intention to use wearables and the development of a diffusion model for serious games. The hedonic perspective is added to the model as well as trust and perceived risks. This model ends the cycle of critical design with an improvement of theory as result contributing to the societal goal of decreasing Obesities and Diabetes. The Authors. Published by Elsevier Ltd. 2021-06 2020-08-18 /pmc/articles/PMC7434392/ /pubmed/32836650 http://dx.doi.org/10.1016/j.ijinfomgt.2020.102202 Text en © 2020 The Authors Since January 2020 Elsevier has created a COVID-19 resource centre with free information in English and Mandarin on the novel coronavirus COVID-19. The COVID-19 resource centre is hosted on Elsevier Connect, the company's public news and information website. Elsevier hereby grants permission to make all its COVID-19-related research that is available on the COVID-19 resource centre - including this research content - immediately available in PubMed Central and other publicly funded repositories, such as the WHO COVID database with rights for unrestricted research re-use and analyses in any form or by any means with acknowledgement of the original source. These permissions are granted for free by Elsevier for as long as the COVID-19 resource centre remains active.
spellingShingle Article
Spil, Ton A.M.
Romijnders, Vincent
Sundaram, David
Wickramasinghe, Nilmini
Kijl, Björn
Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model
title Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model
title_full Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model
title_fullStr Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model
title_full_unstemmed Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model
title_short Are serious games too serious? Diffusion of wearable technologies and the creation of a diffusion of serious games model
title_sort are serious games too serious? diffusion of wearable technologies and the creation of a diffusion of serious games model
topic Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC7434392/
https://www.ncbi.nlm.nih.gov/pubmed/32836650
http://dx.doi.org/10.1016/j.ijinfomgt.2020.102202
work_keys_str_mv AT spiltonam areseriousgamestooseriousdiffusionofwearabletechnologiesandthecreationofadiffusionofseriousgamesmodel
AT romijndersvincent areseriousgamestooseriousdiffusionofwearabletechnologiesandthecreationofadiffusionofseriousgamesmodel
AT sundaramdavid areseriousgamestooseriousdiffusionofwearabletechnologiesandthecreationofadiffusionofseriousgamesmodel
AT wickramasinghenilmini areseriousgamestooseriousdiffusionofwearabletechnologiesandthecreationofadiffusionofseriousgamesmodel
AT kijlbjorn areseriousgamestooseriousdiffusionofwearabletechnologiesandthecreationofadiffusionofseriousgamesmodel