TY - GEN
T1 - A Digital Games Design for Children Health Promotion and Education in Hong Kong
AU - Lee, P. Y.
AU - Lau, K. W.
PY - 2018/6/30
Y1 - 2018/6/30
N2 - Children health promotion and education relies currently on school promotion and mass media. With the increasing popularity of youngsters' digital game playing phenomenon, a growing possibility of utilizing educational games (Serious Games) for health promotion and education has become promising. Prior research have anticipated that serious games can be a powerful channel that can benefit the young generation, not only for entertainment, but also for communicating health values to change their behaviors in reality. This project investigated the communication design and effects of serious games for promoting and educating health concept with children. Two studies were conducted in this research. In Study 1, the research team investigated how public health message was assimilated into serious games, which affect the health behaviors of children. In Study 2, the team investigated the effects of the serious games on children through a between-group experiment. A 'pre-test/post-test control group' experiment with 180 primary school children in Hong Kong (aged 9 to 12) was conducted. The findings has showed the use of serious games is promising in deliver health promotion and education to children. The result also contribute to academic, professional and educational values for serious game design, health promotion and education.
AB - Children health promotion and education relies currently on school promotion and mass media. With the increasing popularity of youngsters' digital game playing phenomenon, a growing possibility of utilizing educational games (Serious Games) for health promotion and education has become promising. Prior research have anticipated that serious games can be a powerful channel that can benefit the young generation, not only for entertainment, but also for communicating health values to change their behaviors in reality. This project investigated the communication design and effects of serious games for promoting and educating health concept with children. Two studies were conducted in this research. In Study 1, the research team investigated how public health message was assimilated into serious games, which affect the health behaviors of children. In Study 2, the team investigated the effects of the serious games on children through a between-group experiment. A 'pre-test/post-test control group' experiment with 180 primary school children in Hong Kong (aged 9 to 12) was conducted. The findings has showed the use of serious games is promising in deliver health promotion and education to children. The result also contribute to academic, professional and educational values for serious game design, health promotion and education.
KW - Communication Design
KW - Digital Games Design
KW - Health Promotion and Education
KW - Serious Games
UR - http://www.scopus.com/inward/record.url?scp=85055330088&partnerID=8YFLogxK
U2 - 10.1145/3234825.3234826
DO - 10.1145/3234825.3234826
M3 - Conference article published in proceeding or book
AN - SCOPUS:85055330088
T3 - ACM International Conference Proceeding Series
SP - 1
EP - 5
BT - ICIEI 2018 - Proceedings of 2018 the 3rd International Conference on Information and Education Innovations
PB - Association for Computing Machinery
T2 - 3rd International Conference on Information and Education Innovations, ICIEI 2018
Y2 - 30 June 2018 through 2 July 2018
ER -