The central result is that players emphasize the need for playful, peer-involving, and professionally moderated interventions to be attractive and feasible.
JMIR Serious Games · 9 authors, 9 centres
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The central result is that players emphasize the need for playful, peer-involving, and professionally moderated interventions to be attractive and feasible.
The study used a qualitative observational design with 22 young participants across three web-based focus groups to gather proposals for health promotion within the existing game Habbo. A thematic analysis of player proposals yielded three main themes concerning intervention conditions, peer involvement, and participation monitoring. Researchers then developed 27 recommendations across 16 domains for preparing and implementing interventions in web-based games, based on a participatory approach with experts and players. The application of these recommendations in new interventions demonstrated their usefulness for creating diverse and adapted interventions. The primary limitation is a potential selection bias, as only the most motivated players who completed an intervention session were consulted. The findings suggest that integrating health promotion into popular existing web-based community games is a feasible and innovative method to reach young people, but requires adaptation to game culture and further validation in other contexts.