游戲化設(shè)計(jì)在健康行為促進(jìn)中的應(yīng)用策略研究
發(fā)布時(shí)間:2018-06-08 22:21
本文選題:游戲化設(shè)計(jì) + 健康行為。 參考:《江南大學(xué)》2017年碩士論文
【摘要】:人們的生活質(zhì)量在不斷提高,對(duì)健康意識(shí)也逐步增加,如今對(duì)于健康的理解已經(jīng)從傳統(tǒng)的無疾病上升到了生理、心理、社會(huì)適應(yīng)、道德四個(gè)維度;從原本靜止不變的狀態(tài)轉(zhuǎn)為動(dòng)態(tài)發(fā)展,可以說健康是復(fù)雜而多變的。人的一生都在追求健康,信息化時(shí)代的到來,人們對(duì)健康的認(rèn)知途徑越來越廣闊,但是往往在實(shí)際行動(dòng)中與健康的要求相背離。除了疾病的來襲,來自于日常生活當(dāng)中的各種不合理的行為都是危害健康的元兇,健康始終是一個(gè)熱點(diǎn)問題。人們?cè)谠噲D促成健康行為的養(yǎng)成、改變危害健康的行為,而實(shí)際操作中,往往又受制于太多來自于主觀、客觀因素的影響所中斷,在健康領(lǐng)域關(guān)于行為改變的研究往往都是來自于醫(yī)學(xué)上的干預(yù)手段,或者是健康教育的形式。近年來游戲化興起,在各行各業(yè)當(dāng)中都有著十分優(yōu)秀的實(shí)踐成果,發(fā)揮出其巨大的價(jià)值和潛力。游戲化在促進(jìn)內(nèi)驅(qū)力、發(fā)揮主觀能動(dòng)性、提高用戶體驗(yàn)上有著其獨(dú)特的優(yōu)勢(shì)。本課題提出通過游戲化設(shè)計(jì)介入健康行為領(lǐng)域當(dāng)中,以促進(jìn)健康行為的形成,為游戲化在健康領(lǐng)域的發(fā)展提供新的契機(jī)和新的思路。課題的研究首先是基于研究對(duì)象健康行為和游戲化設(shè)計(jì)理論、現(xiàn)狀的研究,講行為形成劃分為五個(gè)階段,通過開展定性研究和定量研究來得到在行為促成的不同階段影響健康行為形成、維持過程中的原因,以及人的健康需要游戲化需求轉(zhuǎn)化,利用DMC游戲結(jié)構(gòu)系統(tǒng)構(gòu)建以健康行為促進(jìn)為目標(biāo)游戲化設(shè)計(jì)動(dòng)力模型,分析其五種動(dòng)力元素在不同行為階段中的應(yīng)用程度,并針對(duì)健康行為的不同階段提出健康行為促進(jìn)的分階段游戲化設(shè)計(jì)策略。
[Abstract]:People's quality of life is constantly improving, the awareness of health is also gradually increasing, now the understanding of health has risen from the traditional disease free to physiological, psychological, social adaptation, moral four dimensions; From the original static state to dynamic development, it can be said that health is complex and changeable. People are pursuing health all their lives. With the arrival of information age, people's cognitive approach to health is more and more broad, but it is often deviated from the requirements of health in practical actions. In addition to the attack of disease, all kinds of unreasonable behavior from daily life are the culprit of health hazard. Health is always a hot issue. People are trying to promote the formation of healthy behaviors and change the behaviors that are harmful to health. In practice, they are often interrupted by the influence of too many subjective and objective factors. Research on behavioral change in the field of health often comes from medical interventions or forms of health education. In recent years, the rise of game, in all walks of life has a very good practical results, play its great value and potential. Gameplay has its unique advantages in promoting internal drive, exerting subjective initiative and improving user experience. In order to promote the formation of healthy behavior and provide new opportunities and new ideas for the development of gamification in the field of health behavior, this paper proposes to intervene in the field of healthy behavior through game design. First of all, the research is based on the research object of healthy behavior and game design theory, the current situation of the study, the formation of behavior is divided into five stages. Qualitative and quantitative studies are carried out to find out the reasons that affect the formation and maintenance of health behaviors at different stages of behavior promotion, as well as the need for game-changing needs for human health. Using the DMC game structure system to construct the dynamic model of game design with the aim of promoting healthy behavior, and to analyze the application degree of five kinds of dynamic elements in different behavior stages. According to the different stages of healthy behavior, the strategy of staged game design for promoting healthy behavior is put forward.
【學(xué)位授予單位】:江南大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:C913.4
【參考文獻(xiàn)】
相關(guān)期刊論文 前10條
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本文編號(hào):1997417
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