Domain | Description | Function | Selection of intervention components |
---|---|---|---|
Narrative knowledge | Narrative knowledge is defined as information that is presented already integrated within a mental model (defined as a representation of the decision problem) | • Reduces cognitive load required for processing complex information • Reduces counter-arguing provoked by exposure to a new or controversial argument • Increases memorability of the knowledge contained in the story | • Game content – Teaching cases |
Behavioral modeling | Behavioral modeling is defined as opportunities to observe others’ behavior | • Allows the development of new rules for one's own actions. • Offers vicarious experience with the consequences of effective and ineffective behavior | • Game content – Teaching cases |
Engagement | Engagement is defined as immersion in the health narrative promoted by: • Realism: believable actions and consequences • Interest: intensity of attention attracted to the story • Identification: a feeling of unity with the characters • Transportation: a cognitive or emotional shift in the state of consciousness. | • Increases acceptance of the knowledge embedded in the story • Increases willingness to practice the modeled behaviors • Increases memorability of the experience. | • Game content - Teaching cases (realism) • Game content - Diagnostic cases (interest) • Game content - Resuscitation cases (interest, transportation) • Game content - flashbacks, mystery, in-game relationships (interest, identification, transportation) • Game mechanics (e.g. tap to act) (interest, transportation) • Game design (e.g. music) (transportation) • Game graphics (e.g. color of text bubbles) (interest, transportation) |