TY - JOUR
T1 - A case of design and practice of lifestyle-related diseases game
T2 - - How gaming interaction promotes collective intelligence -
AU - Hibino, Aiko
AU - Ema, Arisa
AU - Ueda, Akifumi
AU - Hishiyama, Reiko
PY - 2014
Y1 - 2014
N2 - 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.
AB - 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.
KW - Face-to-face negotiation
KW - Gaming
KW - Health-care dilemma
KW - Interaction
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M3 - Article
AN - SCOPUS:84923259677
SN - 1342-2618
VL - 65
SP - 211
EP - 218
JO - Journal of Japan Industrial Management Association
JF - Journal of Japan Industrial Management Association
IS - 3
ER -