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Using Vitruvius as a Framework for Applied Game Design

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Book cover Games for Health

Abstract

The number of games designed for various applications in healthcare is growing rapidly. However, balancing the needs of an applied game can be a difficult task, especially without a guiding vision or design framework. Here, we propose a philosophical framework inspired by the ancient Roman architect Vitruvius, which can be used as an approach to designing and developing applied games for healthcare and other contexts. Vitruvius believed any well designed artefact should exhibit the three principles of firmitas (soundness or sustainability), utilitas (utility or purpose) and venustas (attractiveness). We describe the Vitruvian approach to applied game design using the design process of Moodbot - a game for mental healthcare - as an example. In this paper, we reflect on the Moodbot project and the application of the Vitruvian triad herein.

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Notes

  1. 1.

    In the section about Vitruvius and Moodbot, we will go further into the exact roles of these partners.

  2. 2.

    This is an experiment, and only time will tell whether this assumption holds. For now, designing, developing and testing Moodbot for Roosenburg and ABC is the primary aim.

  3. 3.

    In early playtests, these interviews are very open-ended. Later interviews were semi- structured, as the testers had a clearer view of the kind of input and answers they were looking for.

  4. 4.

    Note however that the scheme is simplified and does not claim the other partners should stop caring about the other aspects of the game.

  5. 5.

    Whether these goals are actually met is tested in a later phase of the project, however in the design process Altrecht provides the right input considering the functionality of the game.

  6. 6.

    One can however choose to emphasize one or two dimension when a prototype, proof of concept or other early version of the game is developed.We will go into this in the last section

  7. 7.

    Unless it is part of the gameplay to make it harder, as goes for catching the d ust bunnies Here you need some dexterity to catch the flying bunnies and collect the points.

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Hrehovcsik, M., van Roessel, L. (2013). Using Vitruvius as a Framework for Applied Game Design. In: Schouten, B., Fedtke, S., Bekker, T., Schijven, M., Gekker, A. (eds) Games for Health. Springer Vieweg, Wiesbaden. https://doi.org/10.1007/978-3-658-02897-8_10

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  • DOI: https://doi.org/10.1007/978-3-658-02897-8_10

  • Publisher Name: Springer Vieweg, Wiesbaden

  • Print ISBN: 978-3-658-02896-1

  • Online ISBN: 978-3-658-02897-8

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