Categories
MAAI Unit 4

Evaluative Report Draft

Introduction:

In the past 15 years, the proliferation of mobile devices, particularly smartphones, has led to an unprecedented surge in the popularity of mobile gaming. From the early days featuring simple games like Angry Birds and Fruit Ninja, the landscape has evolved to encompass a diverse array of game genres available on the App Store today. This accessibility has enabled individuals to engage in gaming experiences anytime and anywhere. However, the convenience of mobile gaming presents a dual challenge, particularly for minors, whose self-regulation and decision-making capacities are still developing. The immersive nature of mobile games, characterized by their fast pace, vivid graphics, and enticing in-app purchases, often makes it difficult for young players to disengage. 

As a result, they may invest excessive amounts of time, energy, and sometimes money into these games. Recognizing these issues, it is imperative to draw public attention to the potential negative impacts and develop strategies to foster responsible gaming habits among minors. This realization forms the basis of the research inquiry: How can we promote a healthy lifestyle for minor mobile game players?

Mythologies:

In conducting this research, a combination of quantitative and qualitative research methods was employed. The assessment involved engaging key stakeholders through surveys and online interviews. Additionally, an extensive review of existing literature was conducted to identify potential intervention strategies and substantiate the research findings.

To validate the concerns raised, a survey questionnaire was formulated, consisting of 12 questions aimed at understanding the gaming habits of children aged 9 to 13, their leisure time preferences, the duration of gaming sessions, the types of games they engaged with, and the dynamics of their relationship with their parents. In ensuring ethical standards, consent forms were dispatched, emphasizing the necessity of joint participation from both children and parents. A total of 52 middle schoolers and their parents from Shanghai participated in the survey. Noteworthy findings included the fact that over 88% of the children surveyed play mobile games, indicating a pervasive engagement with mobile gaming among the surveyed children, which highlights the profound influence of these games in shaping their leisure activities and preferences, underscoring the need for interventions that encourage a balanced approach to gaming and other recreational pursuits.

Furthermore, more than 45% of the surveyed children reported favoring indoor gaming activities over outdoor ones, indicating the necessity for interventions that promote a healthy balance between screen time and physical activities to ensure holistic development and well-being. Of significance, 62% reported experiencing conflicts with their parents due to their gaming habits, signaling the importance of interventions that facilitate effective communication and understanding between parents and their children, emphasizing the need for strategies that promote responsible gaming behaviors while fostering positive parent-child relationships.

The exploration of relevant literature provided crucial insights into effective approaches for promoting a healthy lifestyle among underage mobile game players. 

The systematic review titled “Interventions to Promote Physical Activity and Healthy Digital Media Use in Children and Adolescents: A Systematic Review” emphasizes the importance of integrating physical activities and healthy digital media usage for children and adolescents. Furthermore, the study “Fitrust: Promoting Healthy Lifestyle Through Gamified Mobile Health Application”2 underscores the potential of gamified mobile applications in fostering healthy living. These studies collectively emphasize the need to incorporate interactive and engaging techniques to encourage positive behavioral changes among young mobile game players, thereby fostering a balanced and wholesome lifestyle.

Following the survey and literature review, I began designing a prototype for my intervention, which took the form of a mobile application. This application aimed not only to raise awareness about the potential negative impacts of freemium mobile gaming on children and teenagers but also to provide alternative activities and strategies for fostering healthier social interactions and gaming habits. Utilizing the insights and findings gathered, I crafted a comprehensive presentation deck to seek validation and feedback from an industry expert. This led to a productive meeting with Sennet Deng, a Technical Artist at Criterion Games, an Electronic Arts Studio. 

During our discussion, Sennet highlighted the diversity in the types of games available for children today. He emphasized that while some games can be considered works of art, others might lead to draining one’s energy and finances. This realization underscored the varying marketing strategies and dissemination channels employed in the gaming industry, with many games leveraging popular culture collaborations and e-sport live events. However, the absence of a clear grading system and comprehensive youth protection mechanisms increases the risk of minors developing unhealthy gaming habits.

Intervention:

Taking into account the valuable feedback received, I have refined my intervention concept to encompass a mobile app platform that offers a thoughtfully curated library of age-appropriate games. This platform also serves as a comprehensive resource, providing tools and materials to foster a balanced lifestyle, personal development, and prosperity through gaming. Tentatively named GGWP (subject to change), which traditionally signifies “good game, well played” as an expression of sportsmanship at the conclusion of a game, in this context, it represents the core values of “Game, Grow, Win, and Prosper,” encapsulating the mission of transforming the mobile gaming experience into a more positive and enriching journey for young players. GGWP is not just another gaming platform; it is a meticulously crafted environment that encourages healthy gaming habits. The platform will feature games that not only entertain but also promote essential skills such as problem-solving, creativity, and teamwork.

GGWP is designed to be engaging and user-friendly, appealing to a youthful audience while also offering family-friendly games that facilitate bonding between children and parents, fostering mutual understanding and shared experiences. Beyond its gaming offerings, GGWP provides a range of resources and tools to assist users in balancing their gaming time with other aspects of their lives. Key features include time management tools, reminders for breaks, and educational content focusing on fostering healthy gaming habits, all integrated within the GGWP experience. To address potential financial implications related to mobile gaming, GGWP will enforce stringent guidelines on in-app purchases and advertising content. Additionally, a Two-Factor Authentication (2FA) feature will be implemented to ensure that financial transactions for underage users are authorized by their parents or guardians.

In essence, GGWP represents a movement toward fostering healthier, more balanced gaming habits. It refrains from simply discouraging children from playing games but instead focuses on empowering them to play more responsibly and lead healthier lives. With GGWP, every gaming experience becomes a celebration of “Good Game, Well Played.”

Next Steps:

As this project moves forward, tailored interventions will be crafted based on a comprehensive understanding of my target audience and user psychology. Building upon the insights gained, the development process for the GGWP platform will incorporate a nuanced understanding of the specific needs and preferences of young gamers.

To ensure a more personalized and engaging experience, the project name will be carefully selected to resonate with my audience and effectively convey the essence of my mission. Furthermore, I will integrate additional features, such as the implementation of custom game rating metrics, to provide users with a transparent and informative evaluation of the games available on the platform, allowing parents to make informed decisions about the content their children engage with. 

Throughout the development phase, I will prioritize continuous user testing and feedback collection to ensure that the platform is not only user-friendly but also aligns with the evolving needs and expectations of my target demographic. Additionally, I plan to develop prototype demo or deportation videos for stakeholders to experience firsthand, facilitating a deeper understanding of the platform’s functionalities and potential impact.

Bibliography:

  1. Oh, C., Carducci, B., Vaivada, T., & Bhutta, Z. A. (2022). Interventions to Promote Physical Activity and Healthy Digital Media Use in Children and Adolescents: A Systematic Review. Pediatrics
  2. Kostić, M., & Jovanović, J. (2020). Fitrust: Promoting Healthy Lifestyle Through Gamified Mobile Health Application. International Journal of Environmental Research and Public Health
  3. Garg, R., & Dixit, S. (2019). A complete guide to designing mobile app and website mockups. Packt Publishing Ltd
  4. Munzner, T. (2014). Decision making with visualizations: a cognitive framework across disciplines. CRC Press
  5. Jackson, M., & Hettrick, S. (2019). Choosing project and product names. Software Sustainability Institute.
  6. Ryzhov, V. (2022). Mobile gaming audience in 2022: How to reach them and boost your sales? The Manifest.
  7. Grguric, M. (2023). Mobile Game Marketing: The Ultimate Guide for 2023. Amazon Digital Services LLC.
Categories
MAAI Unit 4

Underage Users’ Gaming Habits Survey Results and Analyzation

Intro:

In order to further refine my intervention design, I decided to validate my idea by utilizing the following main research strategies. I have already utilized a questionnaire survey with children (age 8-15) and their parents (25-60) in order to obtain the social preferences and gaming habits of underage mobile gamers, as well as the parents’ attitudes towards their children’s gaming. After obtaining the research data, I will incorporate systematic literature analysis to refine my conclusions from the data. Lastly I will conduct one-on-one interviews with experts in the industry to refine my proposal and establish its feasibility.

To better understand my main stakeholders (children age 8-15)’s gaming preferences and habits, I decided to construct an online interview. The interview consists 8 questions about young user’s gaming habits, and 3 additional ones for their guardians. The survey have to be done cooperatively with kids and their guardians after they sign the consent form. (or in this case, after they done the survey, the form has been sent to the group chat and still collecting signature and consent from participants)

The questionaries were sent out in forms of to WeChat parental school groups with 300+ active members.  By Oct 1st, participant number were 53 in total, including kids from 3th grade to 10th grade (age 8-15), and their parents or guardians. (Age 25-60)

  1. How old are you (Please state only young participants’ age)  A. 8-10 B. 10-12 C. 12-15
  2. Do you play mobile or PC video games? A. Mobile B. PC 
  3. What’s your favorite game type? A. Moba (王者荣耀,英雄联盟) B. Battle Royale (Fortnite,刺激战场 ) C.Social indie adventure game (光遇,动物森友会)
  4. On average, how many hours would you spend on video games per week? (Estimate) A. 1-2 Hours   B. 2-4 Hours C. 4-6 Hours D. Over 8 Hours
  5. Do you usually play with your friends or by yourself? A. Usually with Friends B. More by myself
  6. If you have the opportunity to choose from the following for your coming weekend, which would it be? A. Playing video game at home B. See an exhibition C. Traveling with your family D.Hang out with Friends
  7. Have you had conflicts with your parents or guardians because of playing video games? A. Yes B.No
  8. Do you think mobile games helped you to make new friends, or strengthen your bound with your friends?  A. Yes B. No

*****The following questions are for parents and guardians:*****

  1. How old are you?  A. 25-30  B. 30-40 C. 40-50 D.50-60
  2. Do you play or have you tried play mobile video games? A. Yes B. No
  3. Do you believe mobile games can have positive effects on children if guided properly?  A. Yes B. No

I then analyzed the responses and visualized them into piecharts, please see the below charts and notes for my findings and insights from both the original information I got and from literature reviews.

Bibliography and sources:

-Barnardo’s. (2023)  ‘Why young people like online gaming’, Barnardo’s.  Available at: https://www.barnardos.org.uk/online-safety/why-young-people-like-online-gaming

-Columb, D., Hussain, R., O’Gara, C., & Foody, M. (2019).  ‘Problematic smartphone use: An exploration of attitudes amongst Irish clinical psychologists.’ Irish Journal of Psychological Medicine, 36(3), 191–198. 

-Frontiers (2021). ‘Mobile Gaming: Positive Effects on Mental Health?’https://www.frontiersin.org/articles/10.3389/fpsyg.2021.634947/full

-CBR. (2020) ‘Why Video Games Are Better Than Social Media for Connecting’ Available at: https://www.cbr.com/video-games-better-social-media-connecting/

-Robinson, L., Smith, M., Segal, J., & Shubin, J. (2023) ‘The Benefits of Play for Adults’, HelpGuide.org. 

Available at: https://www.helpguide.org/articles/mental-health/benefits-of-play-for-adults.htm

Categories
MAAI Unit 4

GameWise Intervention