games and persuasion: changing people’s behaviour for good?
TRANSCRIPT
Games and persuasion: changing people’s
behaviour for good?
Vanissa Wanick
Seminar – Contemporary Issues in Games
2017
Hello!I’m Vanissa Wanick and I’m a designer and researcher from Brazil, Rio de Janeiro.
WSA PhD student
#gamesUR enthusiast <3
UI/UX designer (lots of UI work!)
Research interests: collective intelligence in games, critical games, persuasive games, cross-cultural studies and sustainability
www.vanissawanick.com
Love Zelda games <3
2006 2009 2013 2017
BA Graphic Design MBA Business Marketing PhD games at WSA
Agenda and Topics
10:00h -10:15h Why games for behaviour
change?
10:15h -10:45h Advergames, anti-advergames,
politics, and sustainability
10:45h -11:00h The role of culture
11:00h-11:20h What is good game UI?
11:20h-11:25h Using game UI to design
relevant experiences
Let’s watch a video
http://www.theinvisiblegorilla.com/videos.html
https://youtu.be/IGQmdoK_ZfYhttps://www.youtube.com/watch?v=z-Dg-06nrnc
“
We're not as rational as we
would like to think.
https://www.forestry.gov.uk/pdf/behaviour_review_theory.pdf/$FILE/behaviour_review_theory.pdf
https://www.theguardian.com/sustainable-business/behavioural-insights/behaviour-change-sustainability-debate
Changing world
• Politics
• Environment / consumer behaviour
• Health, well-being
• Water
• Education
• Peace and all the SDGs…
Why games and behaviour?
Stopping smoking, adopting a healthy
diet and being more physically active…
https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_better_world
Epic wins!
What are persuasive games?
• Persuasive games vs.
persuasive
technologies
• Games = communication
tools – it is
about
arguments
http://persuasivegames.com/games/
https://www.nice.org.uk/guidance/ph6
Advergames
https://www.youtube.com/watch?v=Dl-6C1elTl8
https://www.youtube.com/watch?v=phm_jBVw8ag&list=PL3F1542E9B3C58D4C
This is just one example, the research is not focused on “Fanta” (brand)
https://play.google.com/store/apps/details?id=air.br.com.sioux.fantacomicbookmobile&hl=en
Advergames and consumer behaviour
Anti-advergames
http://thebehaviorists.blogspot.co.uk/2014/09/advergaming.html
Games for good/change
http://www.playsweatshop.com/
http://www.gamesforchange.org/play/
Games for sustainability
http://www.games4sustainability.org/
Games for health
https://gamesforhealth.org/http://www.re-mission.net/
Are all games persuasive?
What are the main challenges?
• Choice or exploitationware?
• Norms and rules
• Attitude-behaviour gap
(cognitive dissonance)
• Values
• Design!!
http://www.gamasutra.com/view/feature/134735/persuasive_games_exploitationware.php
Value exchange systems?
Games Playervalue
Value exchange systems?
Games Playervalue
trust
relevance
respect
“
“digital games—like other technologies and
like social practices, systems, and
institutions—have values embedded in them” –
Flanagan & Nissanbaum, 2014
“
“Values are properties of things and states
of affairs that we care about and strive to
attain. They are similar to goals, purposes,
and ends, but usually they possess a higher
degree of gravitas and permanence, and they
tend to be more abstract and general” –
Flanagan & Nissanbaum, 2014
Value sensitive design
• Deals with the moral
perspective (e.g., privacy,
security, trust, human dignity,
physical and psychological
wellbeing)
• Conventions, personal
preferences, usability
http://www.vsdesign.org/
“
“the meaning of a game, of any game, lies in its rules, as presented to players who
experience them by means of simulation fever; that is, completing the meaning of the game
communicated through rules using their player repertoire (Juul, 2005)” - Miguel Sicart, 2011
http://gamestudies.org/1103/articles/sicart_ap
How to incorporate value?
• You could make things relevant
• Respect player’s values
• Think about a value-centred
approach
Let’s watch a video
https://www.youtube.com/watch?v=78rPt0RsosQ&index=9&list=FLB3TE4oZb0GDLv7I0JpcSCw
Around the 6min
“
“Designers’ intentions matter but are not
fully determinative; unintended values may
be served in spite of these intentions, and
intended values may fall flat.” – Flanagan &
Nissanbaum, 2014
Example
http://valuesatplay.org/grow-a-game-overview
2 quick videos
https://youtu.be/1wW5XAQj6fA https://youtu.be/bzmqSLu9R-I
Let’s talk about culture
Why culture is important?
• It mediates behaviour
• It is about norms, rules
• It is implicit
• It is about shared values and
beliefs
“
“Culture is not genetically inherited, and
cannot exist on its own, but is always
shared by members of a society”
- Hall, 1976
Culture mediates behaviour
https://www.forestry.gov.uk/pdf/behaviour_review_theory.pdf/$FILE/behaviour_review_theory.pdf
What about culture and games?
• Localisation
• Adaptation
• Significance
• Relevance
• Meaning
Reference: Khaled et al. (2009)
Game generates meaning
1. Narrative premise and goals
2. Characters
3. Actions in game
4. Player choice
5. Rules for interaction with other players and nonplayable characters
6. Rules for interaction with the environment
7. Point of view
8. Hardware
9. Interface
10. Game engine and software
11. Context of play
12. Rewards
13. Strategies
14. Game maps
15. Aesthetics
Flanagan & Nissanbaum, 2014
Example
https://www.youtube.com/watch?v=xx-gZD-OJEo
More adaptations…
One way is through game UI
• UI = User interface
• The “Interface” mediates
players’ interactions with the
game (Flanagan & Nissanbaum,
2014)
https://gamedevelopment.tutsplus.com/tutorials/game-ui-by-example-a-crash-course-in-the-good-and-the-bad--gamedev-3943
Jørgensen (2013)
“
“A good UI tells you what you need to know,
and then gets out of the way.”
https://gamedevelopment.tutsplus.com/tutorials/game-ui-by-example-a-crash-course-in-the-good-and-the-bad--gamedev-3943
What is good UI?
• Heuristics
• Research
• Visuals
https://www.youtube.com/watch?v=K2w6EEvB6o4
https://www.youtube.com/watch?v=rNEw_bKRJKw
One strategy for games UI: Semiotics
• Study of signs and symbols
• Iconic references (representation of the
product)
• Indicial references (associations)
• Symbolic references (the actual graphic)
Discussion
• Can we design games for “good”
behaviour?
• Do you think it is useful?
• What is the role of the game
designer in this context?
Understanding
• Cultural Nuances
– National Cultural Dimensions
– Cultural Appropriateness
• Addressing Design
• Language
– Language impact on Layout
– Translation options
• Technical Issues
• Individual Needs
http://localisation.atbar.or
g/
Some nice books
References
• Bernal-Merino, M. Á. (2011). A brief history of game localisation. Trans, (15), 11-17.
• Walz, S. P., & Deterding, S. (2015). The Gameful World: Approaches, Issues, Applications. Mit Press.
• Juul, J., & Revolution, A. C. (2009). Reinventing Video Games and Their Players.
• McGonigal, J. (2011). Reality is broken: Why games make us better and how they can change the world. Penguin.
• Bogost, I. (2007). Persuasive games: The expressive power of videogames. Mit Press.
• Furstenberg et al., (2001). Giving a virtual voice to the silent language of culture: The CULTURA project http://llt.msu.edu/vol5num1/furstenberg
• LeDoux, J. (2002). Synaptic self: How our brains become who we are. New York: Penguin.
• Thorne, S.L., (2003a). Artefacts and cultures-of-use in interculturalcommunication http://llt.msu.edu/vol7num2/thorne
• Crystal, D. (2001) Language and the Internet (Cambridge: Cambridge University Press)
• O’Dowd, R. (2001) In search of a truly global network: hhtp://callej.org/journal/3-1/o_dowd.html
• Marcoccia, M. (2012) The internet, intercultural communication and cultural variation. Language and Intercultural Communication, 12:4, 353-36 http://dx.doi.org/10.1080/14708477.2012.722101
• Ersoz, S. (2009) Cultures in Cyberspace: Interpersonal communication in a computer-mediated environment http://maltepe.academia.edu/SelvaEesoz/Papers/563123/Cultures_in_cyberspace_interpersonal_communication_in_a_computer-mediated_Envrionment
• Würtz, E. (2005). A cross-cultural analysis of websites from high-context cultures and low-context cultures. Journal of Computer-Mediated Communication, 11(1), article 13.http://jcmc.indiana.edu/vol11/issue1/wuertz.html
• Usunier, J. C. (2000). International marketing. A Cultural Approach, New York.
• Marcus, A., & Gould, E. W. (2000). Crosscurrents: cultural dimensions and global Web user-interface design. interactions, 7(4), 32-46.
References
V. W. V. thanks the program Science Without Borders, managed by
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES),
Brazil, for grants provided for this research
Thank you!
Vanissa WanickInteraction designer and researcherPhD candidate in DesignWSA – University of [email protected]
vanissawanick.com/research
Ashok Ranchhod, Gary [email protected], [email protected]
http://www.thegamesdesignhub/