A case of design and practice of lifestyle-related diseases game: - How gaming interaction promotes collective intelligence -

Aiko Hibino*, Arisa Ema, Akifumi Ueda, Reiko Hishiyama

*Corresponding author for this work

Research output: Contribution to journalArticlepeer-review

1 Citation (Scopus)

Abstract

Gaming as a tool benefits communication and education process within groups. This paper introduces a face-to-face negotiation game developed by the authors. This game deals with a health-care dilemma involving a businessperson's work life and personal life. Players as a businessperson are tempted to work hard to get a promotion, however, at the same time, a person has to negotiate and find balance at work and in healthy life. This paper illustrates unique settings of a design and practice of the lifestyle modification game by examining a case study. Two versions with a different structure of player interaction were created in order to discuss issues on bridging gaming method and collective intelligence. One is the design for multi-layered interaction among players and the other is based on one-on-one communication between businessperson player and tempter player. Practices of the lifestyle modification gaming with two versions were evaluated through a questionnaire survey given to university students. Although a gaming field with multilayered interaction generated laughter in the communication, it was suggested that the sum of interaction and the creation of new ideas was not necessary correlated.

Original languageEnglish
Pages (from-to)211-218
Number of pages8
JournalJournal of Japan Industrial Management Association
Volume65
Issue number3
Publication statusPublished - 2014

Keywords

  • Face-to-face negotiation
  • Gaming
  • Health-care dilemma
  • Interaction

ASJC Scopus subject areas

  • Strategy and Management
  • Management Science and Operations Research
  • Industrial and Manufacturing Engineering
  • Applied Mathematics

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