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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Development of a serious game as a method to support youth work: A case study</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Tanja Korhonen</string-name>
          <email>tanja.korhonen@kamk.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Teija Ravelin</string-name>
          <email>teija.ravelin@kamk.fi</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Raija Halonen</string-name>
          <email>raija.halonen@oulu.fi</email>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Kajaani University of Applied Sciences</institution>
          ,
          <addr-line>Ketunpolku 3, Kajaani</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>University of Oulu</institution>
          ,
          <addr-line>Pentti Kaiteran katu 1, 90570, Oulu</addr-line>
          ,
          <country country="FI">Finland</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2019</year>
      </pub-date>
      <fpage>8</fpage>
      <lpage>10</lpage>
      <abstract>
        <p>Youth social workers are looking for new ways to use digital technology in their daily work with adolescents. The current research focuses on serious games (SGs) in the social and healthcare sector. The objective was to identify the key phases in the design and development of SGs for such purpose. The case study consisted of the development of a visual novel, Game of My Life, aiming to support the life management skills of adolescents that can be used as an effective discussion tool for professionals and patients in nursing and youth work. The game was developed in three phases using iterative methods and in cooperation with different stakeholders. The results support our existing knowledge of SG development and suggests that SG development consists of analysing, development, testing and validation phases, in which all the multi-disciplinary teamwork is in focus. Providing guidance and a protocol on how to use the SG for both end users and their supporters is considered important.</p>
      </abstract>
      <kwd-group>
        <kwd>Serious Game</kwd>
        <kwd>Health Game</kwd>
        <kwd>Visual Novel</kwd>
        <kwd>Youth Work</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        The main goal of the current study is to identify the key phases of the design and
development of serious games (SGs) in the social and healthcare sectors. Many definitions
of SGs exist, but it is commonly stated that the term refers to the use of games and game
technology for other purposes than just entertainment [
        <xref ref-type="bibr" rid="ref1 ref2 ref3">1,2,3</xref>
        ].
      </p>
      <p>
        Serious games in healthcare may be one strategy for coping with the increasing
challenges of ageing populations and chronic diseases [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. Health games can be a method
for maintaining and developing the health capability of different age groups [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ].
      </p>
      <p>The research goal of identifying the key phases has been met with the help of the
following question in this case study: How do we develop a SG in the social and
healthcare sector that aims at enhancing the life management skills of young people?</p>
      <p>
        The means of the case study were applied according to Myers ([
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], p. 73), who
asserted that case studies offer fruitful approaches for learning how to act or what is to be
built, because of their special nature of showing that the theory can be applied and that
the subject matter has a meaning in life. The use of case studies is a well-known
approach that aims to understand the process taking place in defined settings, and it often
combines several data collection methods such as observation, interviews, archives and
questionnaires [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The approach is reasonable due to the nature of the current study as
aiming to answer a research question in a limited context while also considering an
environment larger than the current context (see also [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], p. 344). Multiple case studies
help researchers understand the differences and similarities between cases [
        <xref ref-type="bibr" rid="ref10 ref9">9,10</xref>
        ].
      </p>
      <p>This paper presents the phases of development of a serious game, Game of My Life,
as a multiple case study and is organised into four major sections: first, the introduction
here presented; second, a review of related work on serious games; third, a description
of the design and development of the game; and finally, the discussion and conclusion.
2</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <p>This chapter presents previous literature related to the current study. First, youth work
and serious games in healthcare and the social sector are explained, followed by a
discussion of games supporting youth mental health. Finally, the visual novel concept is
introduced.</p>
      <p>
        Young people are living in the transition phase from childhood and dependence to
adulthood and independence. That world can be challenging and complex [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ].
According Curtis [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], adolescence is a separate and often complex phase in the developmental
lifecycle of a human being. This complexity arises from the several developmental
tasks that young people must process [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. Adolescence most commonly spans from
age 10 to age 18, but it can also span from the ages of nine to 26 [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
      </p>
      <p>
        Social and emotional skills have been seen as a key asset and resource for young
people’s positive development. They contribute to a youth’s health, education and
social and economic prosperity. Therefore, it is important to support these skills during
childhood and adolescence [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. A focus on building social and emotional capabilities
can have a greater long-term impact than a focus on seeking to reduce the ‘symptoms’
of poor outcomes for young people [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. McNeil et al. [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] defined a consistent core
set of social and emotional capabilities for young people, grouped into seven interlinked
clusters: Communication, Confidence and Agency, Planning and Problem Solving,
Relationship and Leadership, Creativity, Resilience and Determination and Managing
Feelings (see Fig. 1).
      </p>
      <p>
        Young people's social and emotional capabilities can be supported by many
services. Support focuses on the process of personal and social development [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Youth
work is one of those services. Youth work is organized very differently in different
countries in Europe, and there is no common definition or understanding of what youth
work is [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ]. In Finland, youth work refers to the development of age-specific activities:
it is the creation of activities for young people, who engage in the process on a voluntary
basis. Here, youth work creates spaces for young people to co-operate and have fun
with their peer group. In youth work, there is also an educational perspective that aims
at promoting youth participation within both the youth work itself and the whole society
in general [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ].
      </p>
      <p>
        The Warwick-Edinburgh mental well-being scale (WEMWBS) consists of the key
elements of mental well-being: positive emotions like optimism, joy and relaxation;
good relationships with others; and positive psychological functioning like energy,
clear thinking, self-acceptance, autonomy and resilience [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. This scale can be used in
measuring the impact of actions aimed to influence young people’s capabilities (see
Fig. 1).
      </p>
      <p>Communication
• Explaining,
expressing,
presenting,
listening,
questioning, etc.</p>
      <p>
        Games can work as motivators and help to change players’ behaviour [
        <xref ref-type="bibr" rid="ref17 ref18">17,18</xref>
        ].
Research on player motivation attempts to establish the psychological needs that games
satisfy and how different games fulfil these needs, which provides information about
versatile experiences within games [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ].
      </p>
      <p>
        Similar development processes have been used by many serious game developers in
the health sector: all include a strong research and analysis phase and consider the
involvement of different stakeholders to be essential. An iterative development process
is used, with user-group testing and an evaluation phase at the close of the game
development process [
        <xref ref-type="bibr" rid="ref20 ref21 ref22">20, 21, 22</xref>
        ].
      </p>
      <p>
        Supporting players’ motivation and enhancing behaviour change are key points in
health game design [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. It is essential to use game elements like surprise and
simulation to engage players and enable immersion [
        <xref ref-type="bibr" rid="ref23">23</xref>
        ]. In addition, the development of a
health game requires a multidisciplinary team successfully working together [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. Merry
et al. [
        <xref ref-type="bibr" rid="ref24">24</xref>
        ] state that professional knowledge is an essential part of the development
process. Iterative design emphasises playtesting and prototyping, which allow players
to be part of the game design [
        <xref ref-type="bibr" rid="ref25">25</xref>
        ]. Brox, Fernandez-Luque and Tollefsen [
        <xref ref-type="bibr" rid="ref26">26</xref>
        ] suggest
that it is important to define both the target group and the main objective and design a
game accordingly, to use sound game design principles and design elements to enhance
learning and persuasion, to collaborate with health professionals and to involve
patients. It is also essential to include an assessment of serious games’ usefulness and
effectiveness in the development process [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ].
      </p>
      <p>
        Computerised therapies have been seen as effective in easing depression and anxiety
symptoms in adults, adolescents and children [
        <xref ref-type="bibr" rid="ref28 ref29">28,29</xref>
        ]. Fleming et al. [
        <xref ref-type="bibr" rid="ref30">30</xref>
        ] state that
serious games suggest potential benefits for psychological and behavioural changes. An
example is a PC game called SPARX, developed in New Zealand for the treatment of
mildly depressed adolescents and used as a stand-alone self-help intervention. It was
developed using cognitive behavioural therapy (CBT) and learning theory. It included
youth and other stakeholders in its game design phase [
        <xref ref-type="bibr" rid="ref31 ref32">31,32</xref>
        ].
      </p>
      <p>
        Knowles and Hawke [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ] have studied SPARX. In their study, they state that young
people have a strong need to be able to control how they access services or get help for
their mental issues. The researchers map the model of design elements that can be used
as tools in serious game design. This model supports players’ sense of autonomy,
competence and relatedness, key points that have been found to mediate motivation in the
change process [
        <xref ref-type="bibr" rid="ref33">33</xref>
        ].
      </p>
      <p>A visual novel is a narrative-based digital medium that players can guide by making
decisions, thus altering outcomes. It is more like a role-playing game than a simulation
and consists of a soundscape, static graphics or animations, immersive storytelling and
interactive decision-making moments that allow the player to decide how the visual
novel progresses. The pace of the game’s progress is slow. The genre is dependent on
narrative and dialogue. An engaging video game narrative enables a personal
experience for the players. [34-36.]
3</p>
      <p>Case Study: The Game of My Life (GoML)
This chapter presents the development of the GoML in three phases, starting with
reasoning out the game, continuing with its implementation and concept, then ending with
a description of the phases of content creation and the testing and evaluation of the
game.</p>
      <p>Pre-phase: Analyzing and Creating the Concept</p>
      <p>The need for the game was expressed by youth psychiatry experts who wanted new
tools for approaching their young (16–19 years old) clients. The main objective was to
create a game that could be used as a tool in conversations between experts and clients
regarding life management issues. The focus was in building the capabilities (see Fig.
1) and enhancing the life management skills of young people.</p>
      <p>The game development process began with a search of existing, similar games on
the market. This was followed by the preliminary requirements analysis that, with help
of health professionals, defined the target group and the main objective of the serious
game being developed. The next step was testing and reporting on the most significant
similar products and involving end users to find the most problematic aspects that
needed to be covered in the game.</p>
      <p>The existing SPARX game was tested in youth psychiatric outpatient clinics,
hospitals and vocational colleges with clients of Social Welfare Officers. We used this
research to gather basic knowledge of experiences of serious games for our development
process. The participants described soundscape as an important part of the game and
wanted to have more events and more appealing graphics and colours. According to the
participants, a serious game should be fascinating in terms of graphics, soundscape,
character and storytelling. The serious message was seen as good if incorporated into
the fascinating world of the game. It was also important for the player to be able to truly
influence the events in the game and face the consequences of their choices.</p>
      <p>The next step was to gather more information about the life management skills of
adolescents from their own point of view, particularly regarding problems related to
mental health and substance abuse. This was done by a qualitative study with six young
persons who participated in individual, semi-structured theme interviews. The purpose
of the study was to describe the life management skills of young persons and their hopes
and expectations regarding a game that would support their life management. The
results showed that the young people had difficulty understanding the term life
management skills but found it easier to understand when it was referred to as “managing your
everyday life.” They described difficulties in managing stress and economic situations.
Some of them described heavy drinking as a problem. The participants hoped that the
developed game would provide information on substance abuse as well as on the use
of time and money.</p>
      <p>After understanding user needs, our focus moved to user–computer interaction and
game concept design. It was decided that GoML should be a network game, playable in
a prototype phase on the most-used browsers and Android devices. After a literature
search, the visual novel was selected as the game genre. The narrative of the original
visual novel had three characters (two males, one female), all with three different
storylines relating to their school, home and free time. Each of these had stories related to
some of the clusters of young people’s capabilities (Fig. 1). To get a feeling of
interactive decision making, decision paths were planned according to the storylines, with
players guiding the narrative by choosing from multiple options. It was agreed that, in
order to provide additional information regarding life management issues, there would
be external links at the end of each storyline.</p>
      <p>Restrictions due to budget, resources and timing meant that the result was a visual
novel without a soundscape, with the maximum gameplay time for each storyline
limited to 15 minutes. These features created the game concept for this first phase of
GoML. The three phases of game development from 2012 to 2018 are presented next.
Phase 1: Starting from Stories
The development of GoML began after with finding an appropriate art style and writing
the first storyline. The team, consisting of three game development students, developed
the first demo version during 2012.</p>
      <p>The game design began with an idea session between the team, a nursing lecturer
and her students. The nursing students brought valuable information about end-users
needs to the process. The ideas were also presented throughout the project to several
stakeholders, including youth psychiatry experts and game development professionals.
The game design document covered the main idea for the whole game, but it was
decided that only the “Home” level of one character could be included in the demo
version. The design of the visual novel also included the story writing. The art style was
kept simple; it was cartoonish and used light colours that would bring a positive
atmosphere to the game. Since the game mechanics were simple and used a Web browser
platform, the production was carried out using Adobe Flash. This allowed for quite
rapid programming, and the executables were easily available online.</p>
      <p>The development process was iterative. This enabled quick prototypes to test the
ideas so that the game could be presented to different stakeholders. After testing and
feedback, the development continued further. In several iterative steps, the demo of
GoML was presented to youth psychiatry experts and tested by experts and patients; it
was also evaluated by an external professional.</p>
      <p>Phase 2: The Second Version as an Interactive Book
The second phase of the GoML development started in 2014 with a new game
development team. The extended project team also included a nursing student and two senior
lecturers. The new multidisciplinary team began by analysing the developed demo
version and gathering the testing and evaluation results. Based on these, the major lines of
development were decided upon and prioritised. The available time and budget were
set as limitations.</p>
      <p>A book-like graphical user interface was added to the beginning of the game,
allowing the player to choose a character from three options and to operate in all three
storylines (levels): school, home and free time. It was decided that the main themes of the
game would be relationships, intoxicating substances, economic skills, mental health
and daily life activities.</p>
      <p>The aim of the game was to evoke new thoughts and ways of thinking concerning
daily life decision-making and problem-solving situations. The players would face the
consequences of the choices they made during the game. At the end of each level, the
player would be able to find additional information through external links related to the
themes of the story.</p>
      <p>The programming and tools used remained the same, but there was a major change
to the graphics in this second phase. In addition, the stories in GoML took on a new,
more realistic approach with a twist of darker shades: all the characters had problematic
backgrounds.</p>
      <p>The second version of GoML was tested in several ways. It had already been under
constant testing through its availability on the website: at the end of the game, there
was a request to fill in a feedback form. This brought only very general comments about
the game.</p>
      <p>In the first qualitative study, nine young persons who were clients in a specialized
youth work office (aged 18–22 years) were interviewed after playing GoML. According
to the results, the interviewees recognised different themes in GoML and openly began
to describe how they would act in similar situations. GoML provoked discussion about
very difficult areas of life management such as a lack of sleep, problems at school and
problems with substance abuse. The study also showed that young people, as players,
tended to make decisions in the game to see what might happen, often even making the
opposite decisions from what they would do in life. The interviewees brought up the
need for more choices in the game that were not as obvious as the current ones. The
study thus showed that GoML works as a discussion tool for professionals and young
persons in youth work; communication is easier when the discussion concerns a third
party such as a game character.</p>
      <p>In the second qualitative study, three Social Welfare Officers from a vocational
college and high school were interviewed after they used GoML in their work with youths.
According to these results, playing the game should be done before coming to an
appointment with a Social Welfare Officer because of the limited time of the meeting.
The game could also be used in small groups. Participants pointed out that professionals
should know the content and progress of the game when using it in their work. They
considered the themes (use of time and money, substance use, decision making, social
relationships and stress management) of GoML appropriate and suggested adding
housing as a new theme. The game evoked new discussion topics between the adults and
young persons, gave thematic frames for discussions and concretized abstract themes
in life management issues. GoML was considered a fresh, new tool for the Social
Welfare Officers’ work that strengthens the relationship between the young person and the
adult.</p>
      <p>The mental health professionals who participated in the development process were
provided with a protocol on how to use GoML as a discussion tool in their work with
young people.</p>
      <p>Phase 3: Interactive Storytelling via a Mobile Game</p>
      <p>For the ongoing phase, as young people are using more mobile devices, the focus
has been on mobile, story-driven content. To begin, the most popular, entertainment
focused, narrative-intensive games was studied as references. A new game
development team was set up with a game producer, two graphics designers and one
programmer. As well, the stories were written by young people themselves and modified into
game stories by a professional game designer. The game outlook and stories promote
positive mental well-being. This is the new focus in the game, with, of course, the initial
goal of helping young people with life management issues continuing (see Fig. 1).
Concerning the content development, new positive mental health characteristics were added
to the game.</p>
      <p>GoML’s impact will be evaluated using the WEMWBS in three pilot groups of youth
workers and young people. There are pre- and post-measurements for young people.
This WEMWBS scale is suitable because it enables measurement of the impact of
actions aimed to influence young people’s capabilities. The aim of the measurements is
to get knowledge of the mental well-being of young people participating in the GoML
test setting.
4</p>
    </sec>
    <sec id="sec-3">
      <title>Discussion and Conclusion</title>
      <p>
        The use of game-based methods to support mental health is increasing, and as [
        <xref ref-type="bibr" rid="ref28 ref29 ref30">28–30</xref>
        ]
stated, there are potential benefits for patients in this area. Nevertheless, we did not find
existing games targeting social work, especially regarding the life management skills
of young people.
      </p>
      <p>
        The clusters of young people’s capabilities [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] as presented in Fig. 1 were the
background for the game’s narrative. The objective in this case study was to identify the key
phases in the design and development of SGs; the conclusions are illustrated in Fig. 2.
We suggest that the development process begins with development of familiarity with
the subject area. This analysis phase includes brief research on the topic and existing or
previous games [
        <xref ref-type="bibr" rid="ref31">31</xref>
        ] as well as defining the target group and aim of the game. Also, the
supporting specialists in this area have to be included in the process, supporting the
earlier research [
        <xref ref-type="bibr" rid="ref24 ref25 ref26 ref5">5, 24–26</xref>
        ]. The theoretical foundation (if there is one) has to be set, and
the restrictions of time and budget have to be considered. After establishing the game
genre, the initial concept for the game is ready.
      </p>
      <p>The practical game production phase can start when the overall graphical and
technical issues are set: What is the development environment? What is the look and feel
of the game? Is there a strong narrative, and how it is implemented in the game?
Throughout the development, the theoretical background and aim of the game has to be
taken into account. Iterative development enables testing the game during the
production phase.</p>
      <p>
        Profound testing and measurement of the impact of the game will enable the
validation of the SG. It is important to be able to provide guidance and a protocol on how to
use the SG for both end users and their supporters (social workers) and pointing out
this in the process is a new approach compared to previous studies [
        <xref ref-type="bibr" rid="ref20 ref21 ref22 ref25 ref26 ref27 ref32">20-22, 25-27, 32</xref>
        ].
      </p>
      <p>
        Iterative development makes it possible to learn from previous phases and improve
the game in every iteration. However, as SGs are developed with limited budget and
compared with entertainment games, it is challenging to fulfil especially youth needs.
In practice, it seems that development of SGs need more mature processes and
supporting tools that are easily available. Testing and evaluation bring valuable information,
as mentioned by previous research [
        <xref ref-type="bibr" rid="ref27">27</xref>
        ], and in the ongoing phase, the validation of
GoML is a very important task. Using WEMWBS [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ] will enable measurement of the
state of the mental well-being of the participants. The suggested process model (Fig 2.)
has similarities with Design Science Research framework’s relevance, design and rigor
cycles [
        <xref ref-type="bibr" rid="ref37">37</xref>
        ].
      </p>
      <p>The development of SGs in the social and healthcare sector requires a profound
understanding of the game’s topic and players, which can be gained through
multidisciplinary teams. In this case study, the developed Game of My Life (2nd) can be used in
nursing or youth work as a discussion tool to inspire thoughts and provoke
conversations between professionals and young people. Future work will include the
development of the 3rd version of GoML for mobile devices and its validation.</p>
    </sec>
  </body>
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