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Exploring a Gaming-Based Intervention for Unemployed Young Adults: Thematic Analysis.

Ingjerd Jevnaker StraandAsbjørn FølstadJone Ravndal Bjørnestad
Published in: JMIR human factors (2024)
Feedback from end users in usability-testing sessions was vital to understanding user preferences and needs, as well as to inform ongoing intervention design and development. Our study also shows that game design could make interventions more entertaining and engaging but may distort the intervention if the game narrative is not properly aligned with the intervention intent and objectives. By contrast, a lack of adaptation to user needs may cause a less motivating user experience. Thus, we propose a structured approach to promote alignment between user preferences and needs, intervention objectives, and gameplay.
Keyphrases
  • randomized controlled trial
  • young adults
  • physical activity
  • magnetic resonance imaging
  • decision making
  • health information
  • contrast enhanced
  • virtual reality