Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions
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As mobile technologies and videogaming platforms are becoming increasingly prevalent in the realm of health and healthcare, so are the opportunities to use these resources to conduct behavioral interventions. The creation and empirical testing of game style interventions, however, is challenged by the requisite collaboration of multidisciplinary teams, including researchers and game developers who have different cultures, terminologies, and standards of evidence. Thus, traditional intervention development tools such as logic models and intervention manuals may need to be augmented by creating what we have termed “Game Playbooks” which are intervention guidebooks that are created by, understood by, and acceptable to all members of the multidisciplinary game development team. The purpose of this paper is to describe the importance and content of a Game Playbook created to aide in the development of a videogame intervention designed specifically for health behavior change in young teens as well as the process for creating such a tool. We draw on the experience of our research and game design team to describe the critical components of the Game Playbook and the necessity of creating such a tool.
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- Game playbooks: tools to guide multidisciplinary teams in developing videogame-based behavior change interventions
Translational Behavioral Medicine
Volume 4, Issue 1 , pp 108-116
- Cover Date
- Print ISSN
- Online ISSN
- Springer US
- Additional Links
- Behavior change
- Intervention manual
- Author Affiliations
- 1. Department of Kinesiology and Physical Education, McGill University, 475 Pine Ave, West, Montreal, Quebec, H2W 1S4, Canada
- 4. play2PREVENT Lab, Yale University School of Medicine, New Haven, CT, USA
- 2. Department of Internal Medicine, University School of Medicine, Yale University, New Haven, CT 06520, USA
- 3. Schell Games, 313 E Carson St. No. 200, Pittsburgh, PA, 15203, USA