Abstract
The primary aim in the present study was to investigate the design narrative expression in the medical popular science serious games. Methods of integrating the relevant content of disease prevention and treatment into the challenging, interesting, and interactive game segments in serious games, and how to present it through the narrative and design methods were key areas of investigation. Firstly, the relevant theoretical background was reviewed. After theoretical research, the relationships between content, vision, and interactive experiences in the AIDS prevention game “Bluebridge Cafe” developed by Tencent were investigated and analyzed. The focuses in the present study were the design and expression of content related to AIDS prevention and post infection disease treatment in the game, how to guide users to change their attitudes and behaviors in storytelling, and how to combine the content with the functions of the game segments. The results of the present study can help improve the design of functional games for medical science popularization, so as to enhance the transmission of health information and improve the effects of medical knowledge popularization.
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This research was supported by the Key Project of the National Social Science Fund (22AC003).
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Yang, X., Sun, X., Yang, J. (2023). Research on the Design Narrative for Medical Popular Science Serious Games: A Case Study of AIDS Prevention Game “Bluebridge Cafe”. In: Antona, M., Stephanidis, C. (eds) Universal Access in Human-Computer Interaction. HCII 2023. Lecture Notes in Computer Science, vol 14021. Springer, Cham. https://doi.org/10.1007/978-3-031-35897-5_44
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