From Paper to Pixel: Demonstrating the Power of Non-Digital Serious Games for Informing Digital Health Solutions

This study challenges the dominant use of digital formats when designing serious games to inform digital solutions, showcasing the unique advantages of using a non-digital game approach. While digital formats are often the default in HCI and serious games, our findings highlight how a paper-based game can capture diverse perspectives, foster engagement, and uncover nuanced insights often overlooked by digital-only approaches. Focusing on remote care for eating disorders, we co-developed a game with service users and providers to explore barriers to effective support and collaboratively design solutions. This inclusive, participatory process informed the creation of a digital toolkit tailored to stakeholders’ needs. Our research broadens the scope of serious games within HCI and digital healthcare, demonstrating their utility beyond education, into service design and innovation. It underscores the value of applying non-digital games even when the target outcome is a digital intervention.

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Publication Details

Published
2025-04-23
DOI
https://doi.org/10.1145/3706599.3719943
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
0.00

Funders

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article

From Paper to Pixel: Demonstrating the Power of Non-Digital Serious Games for Informing Digital Health Solutions

Dawn Branley-Bell, Claire Murphy-Morgan, Paulina Danuta Malowaniec
Educational Games and Gamification
article

From Paper to Pixel: Demonstrating the Power of Non-Digital Serious Games for Informing Digital Health Solutions

Dawn Branley-Bell, Claire Murphy-Morgan, Paulina Danuta Malowaniec
article en

Abstract

This study challenges the dominant use of digital formats when designing serious games to inform digital solutions, showcasing the unique advantages of using a non-digital game approach. While digital formats are often the default in HCI and serious games, our findings highlight how a paper-based game can capture diverse perspectives, foster engagement, and uncover nuanced insights often overlooked by digital-only approaches. Focusing on remote care for eating disorders, we co-developed a game with service users and providers to explore barriers to effective support and collaboratively design solutions. This inclusive, participatory process informed the creation of a digital toolkit tailored to stakeholders’ needs. Our research broadens the scope of serious games within HCI and digital healthcare, demonstrating their utility beyond education, into service design and innovation. It underscores the value of applying non-digital games even when the target outcome is a digital intervention.

Northumbria University (GB)
Medical Research Foundation
Openalex Percentile: Top 92%
Educational Games and Gamification
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