作者: M.A. Kalde
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摘要: Unhealthy behaviour is known to lead obesity and a wide range of health issues, as well playing major role in the development symptomology mental physical disorders. Whereas traditional methods behavioural change require professional attention are often costly inefficient, serious games can be distributed cost-efficiently large proportion target group. Serious novel way combining entertainment with purpose changing health-related behaviour. This paper includes literature review which examines models change, efficacy methodology achieving them, their limitations. To find out how theory applied practice what extent changes occur, interviews players game called “Habitica” have been conducted first hand experiences put relation identified theory. Players successfully achieved sustained through unconscious application theoretical change. A big success factor Habitica its social aspect, determinant that has not yet received high levels from scientific community. Surprisingly, interviewees integrated into lives keep using it on daily basis, serves counter example concerns community previously voiced over potential relapses issues long-term motivation. The findings case show viable alternative even though individuals suffering conditions might benefit further treatment. suggest developers researchers looking aspects for games.