From the introduction: "we conduct two large
-
scale studies of
gamer's health behavior, their associated determinants, and the influence of various 2
[persuasive technology] PT strategies on various
gamers
'
personalities. The aim is to answer the following
research questions
:
Q1.
Is it possible that membe
rs of one gamer type will respond differently
to
various
persuasive
strategies and theoretical determinants
from
members of
other gamer
types
?
Q2.
Which persuasive strategies and theoretical determinants are suitable for
designing
persu
asion games
for various gamer
types?
Q3. Can persuasive strategies and theoretical determinants be mapped to common
game mechanics?
Q4. To what extent can we employ the one
-
size
-
fits
-
all approach and what persuasive
strategies
support
one
-
size
-
fits
-
all approach
?
Abstract: "Persuasive games are an effective approach for motivating health behavior, and recent years have seen an increase in games designed for changing human behaviors or attitudes. However, these games are limited in two major ways: first, they are not based on theories of what motivates healthy behavior change. This makes it difficult to evaluate why a persuasive approach works. Second, most persuasive games treat players as a monolithic group. As an attempt to resolve these weaknesses, we conducted a large-scale survey of 642 gamers' eating habits and their associated determinants of healthy behavior to understand how health behavior relates to gamer type. We developed seven different models of healthy eating behavior for the gamer types identified by BrainHex. We then explored the differences between the models and created two approaches for effective persuasive game design based on our results. The first is a one-size-fits-all approach that will motivate the majority of the population, while not demotivating any players. The second is a personalized approach that will best motivate a particular type of gamer. Finally, to make our approaches actionable in persuasive game design, we map common game mechanics to the determinants of healthy behavior."
"Our group formed around the common theme of piracy, and after iterating through several
different subthemes, we finally settled on two distinct persuasive objectives in our game.
First of all, we intended to persuade the player that piracy is not theft. Secondly, we
intended to convey the message that the media industry hides and distorts the reality
of the situation for its own benefit. The game is meant to inspire critical thinking and
discussion about the topics being discussed in the game."
Abstract: "The purpose of this research was to develop and test smartphone game application for physical
activity promotion in adolescen
ts. The first study included various user
-
centered approaches (e.g.
qualitative data, idea sessions)
to get feedback on what was desired from the adolescents in terms of game
development and design. The second study examined the degree to which mobile heal
th studies reported
on internal and external validity indicators. The last study evaluated the smartphone game applications
through a mixed
-
methods approach.
The results of this research showed that ph
ysical activity while playing
smartphone game
applica
tions can yield moderate physical activity intensity. Moreover, adolescents had moderate
perceptions of the games and recommended specific changes to the games.
Likewise, t
he data suggest that
smartphone physical activity game applications
can be enjoyable
if they are aesthetically appealing, easy
to use,
and
foster social peer interactions
. Overall, t
his
research
demonstrated that smartphone games that
were developed and designed based on adolescents' preferences and persuasive technology design
principles
could increase physical activity in adolescents and provides a
tool for further exploration."
"Millions flock to their computers, consoles, mobile phones, tablets, and social networks each day to play World of Warcraft, Farmville, Scrabble, and countless other games, generating billions in sales each year. The careful and skillful construction of these games is built on decades of research into human motivation and psychology: A well-designed game goes right to the motivational heart of the human psyche.
In For the Win, authors Kevin Werbach and Dan Hunter argue persuasively that gamemakers need not be the only ones benefiting from game design. Werbach and Hunter are lawyers and World of Warcraft players who created the world's first course on gamification at the Wharton School. In their book, they reveal how game thinking?addressing problems like a game designer?can motivate employees and customers and create engaging experiences that can transform your business.
For the Win reveals how a wide range of companies are successfully using game thinking. It also offers an explanation of when gamifying makes the most sense and a 6-step framework for using games for marketing, productivity enhancement, innovation, employee motivation, customer engagement, and more."
Abstract :"Immigrants
entering the European Community face a range of
challenges in adapting to and understanding the culture of their
host nation. Failure to address these challenges can lead to
isolation and difficulties integrating into the society
of the host
country,
leading to
fragmented communities and
a range of
social
issues
.
As part of a comprehensive suit
e of services for
immigrants
, the European
-
funded M
obile Assistance for Social
Inclusion and Empowerment of Immigrants with Persuasive
Learning Technologies and Social Network Services
(MASELTOV)
project seeks to provide both practical tools and
le
arning services via mobile devices, providing a readily usable
resource for
immigrants
.
In this workshop paper, the
game
-
based
learning
aspect of the MASELTOV project is introduced, with the
rationale behind its design presented. In doing so, the b
enefits and
implications of mobile platforms and emergent dat
a capture
techniques for game
-
based learning
are discussed, as are methods
for putting engaging gameplay at the forefront of the experience
whilst relying on rich data capture and analysis to pro
vide an
effective learning solution.
Through comparison to several other
projects, a number of recommendations are put forward for games
deployed in contexts similar to that of MASELTOV: a focus on
establishing a significant audience with which to conduct
ethical
research into efficacy, the need for robust pedagogical frameworks
suited to the learning context,
and the evolution of methods for
data capture and analysis of player activity."