Usability analysis shows feedback on goal setting in digital gaming, suggesting benefits for practitioners.
Nine participants enrolled and seven participants completed the feedback survey (77.8% response rate). Narrative responses were analysed and themes were identified. All 7 participants remarked positively about the brevity and structure of the tool, 5 participants remarked positively about collecting data on why the client is interested in gaming and 4 participants remarked positively about tracking client-centred goals. Constructive feedback was provided by individual respondents critiquing the gaming terminology used, the emphasis on client deficits, and noting the limited space available for written responses. Two respondents shared a negative impression of goal setting and tracking for measuring outcomes. This analysis suggests that the GAME Tool may be valuable for practitioners in understanding the meaning and purpose of digital gaming for the patients and clients they support.
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Berner et al. (2025) studied this question.
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