Game Clinic Class Screening (EN) |
Welcome to Game Clinic!
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Pour la version Française: https://www.surveymonkey.com/r/GameClinicCourse_FR
INFORMATION AND CONSENT FORM
Study Title:Serious Games for Health-Anonymous Online Survey
Researcher: Najmeh Khalili-Mahani
Contact Information: Najmeh.khalili-mahani@concordia.ca
Source of funding for the study: PERFORM Centre, TAG Centre, Concordia University
You are invited to participate in the research study mentioned above. This form provides information about what participating would mean. Please read it carefully before deciding if you want to participate or not. If there is anything you do not understand, or if you want more information, please ask the researcher.
A. PURPOSE
The purpose of the research is to create an intergenerational framework for designing beneficial digital games (known as ‘serious games’) for older adults. The intergenerational differences and similarities in the patterns of game evaluations are important because the game market share dedicated to younger players is significantly larger than the one for older adults. Thus, to be pragmatic, it is important to compare and contrast how individuals in different demographic segments overlap in their evaluation of serious games. In this way, we may arrive at more generalizable and less ‘age stereotyping’ solutions both in terms of design, and in terms of adoption of existing games towards healthcare.
We are interested in conducting a general age-unrestricted survey to understand age related differences in states of emotional and physical wellness that would determine differences in motivation to use games for different health-related interventions.
B. PROCEDURES
If you participate, you will be asked to complete an anonymous, multifactorial survey. The survey assesses general and physical self-efficacy and sources of stress, and it will also include questions about general habits towards digital games.
In total, it takes between 10-30 minutes to complete this survey.
As a research participant, your responsibilities would be to provide accurate answers, if you choose to complete the survey. Your participation is fully anonymous, and you have the option of stopping the survey at any time.
Individuals who are older than 60 years of age may volunteer to participate in a follow-up focus-group study to work with Game Design and Engineering students on designing games. Should they be eligible and interested, they will be provided a separate consent form, accessible in paper form, or at the end of an online survey, where they can provide contact details to participate in a follow-up focus-group study.
C. RISKS AND BENEFITS
You might face certain risks by participating in this research. These risks include:
C.1 Risk of Fatigue
Because this is an anonymous survey, you must complete the survey within maximum one hour. If you are not used to working on computers, this may cause fatigue in the eye, shoulder or back. If you feel tired, you may stop and take a break. Just make sure that you remain connected to the internet and on the same survey page. The survey page may expire if you wait longer than one hour.
Researcher: Najmeh Khalili-Mahani
Contact Information: Najmeh.khalili-mahani@concordia.ca
Source of funding for the study: PERFORM Centre, TAG Centre, Concordia University
You are invited to participate in the research study mentioned above. This form provides information about what participating would mean. Please read it carefully before deciding if you want to participate or not. If there is anything you do not understand, or if you want more information, please ask the researcher.
A. PURPOSE
The purpose of the research is to create an intergenerational framework for designing beneficial digital games (known as ‘serious games’) for older adults. The intergenerational differences and similarities in the patterns of game evaluations are important because the game market share dedicated to younger players is significantly larger than the one for older adults. Thus, to be pragmatic, it is important to compare and contrast how individuals in different demographic segments overlap in their evaluation of serious games. In this way, we may arrive at more generalizable and less ‘age stereotyping’ solutions both in terms of design, and in terms of adoption of existing games towards healthcare.
We are interested in conducting a general age-unrestricted survey to understand age related differences in states of emotional and physical wellness that would determine differences in motivation to use games for different health-related interventions.
B. PROCEDURES
If you participate, you will be asked to complete an anonymous, multifactorial survey. The survey assesses general and physical self-efficacy and sources of stress, and it will also include questions about general habits towards digital games.
In total, it takes between 10-30 minutes to complete this survey.
As a research participant, your responsibilities would be to provide accurate answers, if you choose to complete the survey. Your participation is fully anonymous, and you have the option of stopping the survey at any time.
Individuals who are older than 60 years of age may volunteer to participate in a follow-up focus-group study to work with Game Design and Engineering students on designing games. Should they be eligible and interested, they will be provided a separate consent form, accessible in paper form, or at the end of an online survey, where they can provide contact details to participate in a follow-up focus-group study.
C. RISKS AND BENEFITS
You might face certain risks by participating in this research. These risks include:
C.1 Risk of Fatigue
Because this is an anonymous survey, you must complete the survey within maximum one hour. If you are not used to working on computers, this may cause fatigue in the eye, shoulder or back. If you feel tired, you may stop and take a break. Just make sure that you remain connected to the internet and on the same survey page. The survey page may expire if you wait longer than one hour.