Development and User Satisfaction of "Plan-It Commander,'' a Serious Game for Children with ADHD

被引:78
作者
Bul, Kim C. M. [1 ,2 ]
Franken, Ingmar H. A. [2 ]
Van der Oord, Saskia [3 ,4 ,5 ]
Kato, Pamela M. [6 ]
Danckaerts, Marina [7 ]
Vreeke, Leonie J. [1 ,2 ]
Willems, Annik [8 ]
van Oers, Helga J. J. [9 ]
van den Heuvel, Ria [10 ]
van Slagmaat, Rens [11 ]
Maras, Athanasios [1 ]
机构
[1] Yulius Acad, Yulius Mental Hlth Care Org, NL-2994 GC Barendrecht, Netherlands
[2] Erasmus Univ, Dept Clin Psychol, Rotterdam, Netherlands
[3] Katholieke Univ Leuven, Fac Psychol & Educ Sci, Louvain, Belgium
[4] Univ Amsterdam, Dept Dev Psychol, Amsterdam, Netherlands
[5] Univ Amsterdam, Cognit Sci Ctr Amsterdam, Amsterdam, Netherlands
[6] Coventry Univ, Fac Engn & Comp, Serious Games Inst, Coventry, W Midlands, England
[7] Katholieke Univ Leuven, Dept Psychiat, Louvain, Belgium
[8] Janssen Pharmaceut, Venture & Incubat Ctr, B-2340 Beerse, Belgium
[9] Janssen Pharmaceut, Dept Med Affairs, Tilburg, Netherlands
[10] Ctr ZitStil, Antwerp, Belgium
[11] RANJ Serious Games, Rotterdam, Netherlands
关键词
VIDEO GAMES; HEALTH;
D O I
10.1089/g4h.2015.0021
中图分类号
R19 [保健组织与事业(卫生事业管理)];
学科分类号
摘要
The need for engaging treatment approaches within mental health care has led to the application of gaming approaches to existing behavioral training programs (i.e., gamification). Because children with attention deficit/hyperactivity disorder (ADHD) tend to have fewer problems with concentration and engagement when playing digital games, applying game technologies and design approaches to complement treatment may be a useful means to engage this population in their treatment. Unfortunately, gamified training programs currently available for ADHD have been limited in their ability to demonstrate in-game behavior skills that generalize to daily life situations. Therefore, we developed a new serious game (called Plan-It Commander) that was specifically designed to promote behavioral learning and promotes strategy use in domains of daily life functioning such as time management, planning/organizing, and prosocial skills that are known to be problematic for children with ADHD. An interdisciplinary team contributed to the development of the game. The game's content and approach are based on psychological principles from the Self-Regulation Model, Social Cognitive Theory, and Learning Theory. In this article, game development and the scientific background of the behavioral approach are described, as well as results of a survey (n=42) to gather user feedback on the first prototype of the game. The findings suggest that participants were satisfied with this game and provided the basis for further development and research to the game. Implications for developing serious games and applying user feedback in game development are discussed.
引用
收藏
页码:502 / 512
页数:11
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