Please use this identifier to cite or link to this item: http://hdl.handle.net/10397/105103
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dc.contributorSchool of Designen_US
dc.contributorSchool of Fashion and Textilesen_US
dc.creatorLee, PYen_US
dc.creatorLau, KWen_US
dc.date.accessioned2024-04-03T01:46:16Z-
dc.date.available2024-04-03T01:46:16Z-
dc.identifier.isbn978-1-4503-6440-9en_US
dc.identifier.urihttp://hdl.handle.net/10397/105103-
dc.descriptionThe 3rd International Conference on Information and Education Innovations (ICIEI 2018), London, United Kingdom, 30 June 2018- 2 July 2018en_US
dc.language.isoenen_US
dc.publisherAssociation for Computing Machineryen_US
dc.rights© 2018 Association for Computing Machinery. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive Version of Record was published in ICIEI '18: Proceedings of the 3rd International Conference on Information and Education Innovations, http://dx.doi.org/10.1145/3234825.3234826.en_US
dc.subjectCommunication designen_US
dc.subjectDigital games designen_US
dc.subjectHealth promotion and educationen_US
dc.subjectSerious gamesen_US
dc.titleA digital games design for children health promotion and education in Hong Kongen_US
dc.typeConference Paperen_US
dc.description.otherinformationTitle on author’s file: "A Digital Games Design for Children Health Promotion and Education"en_US
dc.identifier.spage1en_US
dc.identifier.epage5en_US
dc.identifier.doi10.1145/3234825.3234826en_US
dcterms.abstractChildren health promotion and education relies currently on school promotion and mass media. With the increasing popularity of youngsters' digital game playing phenomenon, a growing possibility of utilizing educational games (Serious Games) for health promotion and education has become promising. Prior research have anticipated that serious games can be a powerful channel that can benefit the young generation, not only for entertainment, but also for communicating health values to change their behaviors in reality. This project investigated the communication design and effects of serious games for promoting and educating health concept with children. Two studies were conducted in this research. In Study 1, the research team investigated how public health message was assimilated into serious games, which affect the health behaviors of children. In Study 2, the team investigated the effects of the serious games on children through a between-group experiment. A 'pre-test/post-test control group' experiment with 180 primary school children in Hong Kong (aged 9 to 12) was conducted. The findings has showed the use of serious games is promising in deliver health promotion and education to children. The result also contribute to academic, professional and educational values for serious game design, health promotion and education.en_US
dcterms.accessRightsopen accessen_US
dcterms.bibliographicCitationIn Proceedings of the 3rd International Conference on Information and Education Innovations (ICIEI 2018), London, United Kingdom, 30 June 2018 - 2 July 2018, p. 1-5en_US
dcterms.issued2018-
dc.identifier.scopus2-s2.0-85055330088-
dc.relation.conferenceInternational Conference on Information and Education Innovations [ICIEI]en_US
dc.description.validate202403 bckwen_US
dc.description.oaAccepted Manuscripten_US
dc.identifier.FolderNumberSD-0184-
dc.description.fundingSourceSelf-fundeden_US
dc.description.pubStatusPublisheden_US
dc.identifier.OPUS20894373-
dc.description.oaCategoryGreen (AAM)en_US
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