In academic settings, one is always concerned with the impact of a game.
Here we are interested not only in the educational or training value, but
also in its ability to engage, entertain, and transport. And of course, how
useful is it to have training while one is entertained? Recently we have
produced a report containing several instruments for evaluation of the
impact of Heart Sense Game, however, we believe these instruments are
relevant to many interactive fictions and related types of drama games.
This report presents instruments for measuring the training and aesthetic
dimensions of edutainment with particular focus upon interactive drama
games that serve as health behavior change interventions. After overviewing
the specific Heart Sense game that we created, we explain the instruments
and our plan for both validating them and using them in a clinical trial.
Overall, in addition to a demographics instrument we have developed
instruments for metrics in both training dimensions (Knowledge, Stated
Intent, Willingness to Pay) as well as in aesthetic dimensions (Narrative
Engagement, Game Entertainment, Usefulness, and Usability). We also make
use of two previously developed instruments on decisional conflict and need
for cognition. The draft instruments are provided in the Appendices -- they
are being validated as part of our ongoing trial.
for Exploring the Training and Aesthetic Dimensions of
Edutainment:Case of the Heart Sense Game