Video Games Vs. Diabetes

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Video Games Vs. Diabetes Project Number: RL1-P509 Video Games vs. Diabetes Using video games as an aid to self-care An Interactive Qualifying Project Report submitted to the faculty of WORCESTER POLYTECHNIC INSTITUTE in partial fulfillment of the requirements for the Degree of Bachelor of Science by: Jared Hays Date: March 12, 2011 Professor Robert W. Lindeman, Advisor Abstract for Video Games vs. Diabetes: Using video games as an aid to self-care by Jared Hays Glymetrix, Inc., is a company which makes and hosts internet browser-based games designed for players who have diabetes mellitus. In an attempt to analyze these games, research on healthcare, video game design, and behavior change was compiled to create a list of design principles for video games aimed at helping players improve their long-term self-care habits, with specific attention to diabetes patients. Other games designed for players with diabetes are also examined, to refine the design principles based on previous attempts and the studies which accompanied them. These principles are applied to the two games made by Glymetrix in order to highlight their specific strengths and points for possible improvement. Additionally, players’ play habits are analyzed to find any patterns which could be informative for Glymetrix and possibly aid in encouraging players to play more. ii Table of Contents Abstract ......................................................................................................................................................... ii Table of Contents ......................................................................................................................................... iii List of Figures ............................................................................................................................................... iv List of Tables ................................................................................................................................................. v 1 Introduction .......................................................................................................................................... 1 2 Background Research ............................................................................................................................ 2 2.1 Self-care ........................................................................................................................................ 2 2.2 Behavior Change ........................................................................................................................... 3 2.3 Game Design ................................................................................................................................. 4 2.4 Serious Games ............................................................................................................................... 5 3 Design Principles ................................................................................................................................... 7 3.1 Relevance ...................................................................................................................................... 7 3.2 Goals ............................................................................................................................................. 7 3.3 Feedback ....................................................................................................................................... 7 3.4 Immersion ..................................................................................................................................... 7 3.5 Individualization ............................................................................................................................ 8 3.6 Simulation ..................................................................................................................................... 8 3.7 Winnability .................................................................................................................................... 8 3.8 Socialization .................................................................................................................................. 8 3.9 Standards ...................................................................................................................................... 9 4 Previous Games................................................................................................................................... 10 5 Glymetrix Games ................................................................................................................................. 12 5.1 Applying the Design Principles .................................................................................................... 12 5.1.1 Relevance ............................................................................................................................ 12 5.1.2 Goals.................................................................................................................................... 12 5.1.3 Feedback ............................................................................................................................. 13 5.1.4 Immersion ........................................................................................................................... 13 5.1.5 Individualization .................................................................................................................. 13 5.1.6 Simulation ........................................................................................................................... 13 5.1.7 Winnability .......................................................................................................................... 13 5.1.8 Socialization ........................................................................................................................ 14 5.1.9 Standards ............................................................................................................................ 14 5.2 Analyzing the Player Data ........................................................................................................... 14 5.2.1 Initial Constraints ................................................................................................................ 14 5.2.2 Methods .............................................................................................................................. 15 5.2.3 Analysis ............................................................................................................................... 16 5.3 Glymetrix Games: Conclusions ................................................................................................... 21 6 Conclusions ......................................................................................................................................... 22 7 References .......................................................................................................................................... 23 iii List of Figures Figure 1: Player/Session data structures .................................................................................................... 15 Figure 3: All games played in 2010 (through March 6) ............................................................................... 18 Figure 4: Solitaire games played in 2010 (through March 6)...................................................................... 19 Figure 5: Quiz games played in 2010 (through March 6) ............................................................................ 19 Figure 6: Solitaire game scores ................................................................................................................... 20 Figure 7: Quiz game scores ......................................................................................................................... 20 iv List of Tables Table 1: Number of games played in 2010 (through March 6) ................................................................... 16 Table 2: Number of games played during January 8-14, 2010 ................................................................... 16 v 1 Introduction In the past decade, video games have risen sharply in popularity to become one of the top forms of entertainment in the world. In the United States, video games have surpassed both music and movies to become the third-highest grossing entertainment industry (behind books and DVDs) ("Video Game Sales Wiki: Video game industry."), and so it is no surprise that they have begun to attract attention as a medium not only for entertainment, but for spreading political, educational, or other “serious” objectives. These so called “serious games” have become so prevalent in recent years that they have spawned conferences and graduate degree programs, and it has become common to classify them into various categories, such as “advergames” (games designed/sponsored by a company to advertise a commercial brand or product), “edutainment” (games designed to deliver educational material), or “exergames” (games designed to get players to exercise and improve their physical health). The United States has seen a sharp rise in epidemics generally caused by the modern American lifestyle, chiefly obesity and diabetes ("CDC.gov."). Subsequently, various health-related interests have begun to examine video games as a means by which to improve the general health and lifestyle
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