persuasive games - concept, state of the art and issues on sustainability applications
DESCRIPTION
State of the art presentation on persuasive games applied to water consumption.TRANSCRIPT
Persuasive gamesAlysson Diniz dos Santos
Piero Fraternali
19/07/2014
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Concept
What are these persuasive games, after all
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The first doubt
Pervasive or persuasive?
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And even more doubts...
Serious gaming, ubiqutuous computing, activating game, exergaming, constructionist and behaviorist learning, augmented reality games, social games...
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Gathering everything together...
Related concepts:Serious gamesGamificationGames with a purposePervasive games
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And voilà!
Related concepts:Serious gamesGamificationGames with a purposePervasive gamesPersuasive games
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And voilà!
Related concepts:Serious gamesGamificationGames with a purposePervasive gamesPersuasive games
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Here there are the serious games!
“Games that do not have entertainment, enjoyment or fun as their primary purpose” (Michael & Chen, 2005).
Hi, i’m serious!
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For training
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For education
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And here the pervasive games!
Games based on pervasive technology.
I’m pervasive!
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Some of them already commercial
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Some of them designed for more than entertainment
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Some of them designed for more than entertainment
Yan Xu et. al.: Designing pervasive health games for sustainability, adaptability and sociability
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Persuasive games
Games (tries to) that change your opinion/behaviour on some topic.
We’re persuasive!
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General relationship
Pervasive Serious
Persuasive
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State of the art on persuasive games
MethodologyResearch
Portals: IEEE Xplore and ACM Digital LibraryTerms: persuasive gamesDate: from 2009 to 2013
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State of the art on persuasive games
95 Results (19 from IEEE, 76 from ACM)1 panel1 keynote4 journals6 conference proceedings83 papers
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Categorization
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Papers
ApplicationsDesign and toolsOthers
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The others
Others
Papers more related to game culture or, that didn’t talk about games.
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Design aspects, tools and psychological studies
Psychological aspects of persuasion
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Design aspects, tools and psychological studies
Psychological aspects of persuasion
Designing to persuade
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Design aspects, tools and psychological studies
Psychological aspects of persuasion
Designing to persuade
Framework and methodologies
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Applications
Games for health
PiNiZoRo: A GPS-based Exercise Game for FamiliesStanley, K. et al., (2010), Proceedings of Future Play 2010.
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Applications
Games for producing “social effects”
Amy Eubanks: Catching Fireflies: a persuasive augmented reality game for Android phones, 2011
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Applications
Games for environment and sustainability
• 8 results
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Applications
Games for environment and sustainability (8 results)
Pedro Centieiro, et. al.: A location-based multiplayer mobile game to encourage pro-environmental behaviours. 2011
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About water management Water wars Atoll Game The Basin Challenge /
Catchment detoxFloodSim Acqua Republica
Tecnologia Não especificado VisualWorks©, CORMAS©platform
Flash Flash Unity
Role of the player Stakeholders Family providers – 1 water agency player
Policymakers (god) Flood policy strategist Mayor (god)
Feedback Message boards Não especificado Messages in game and leaderboard
Messages in game Messages in game
Mecanica Turn based rpg Rpg computer assisted Rpg Simulated rpg Rpg
WM Issues - Policies- Variable water conditions
- Variable water conditions (hydrogeological model)- Scarcity- Management (Policies)
- Policies- Variable water conditions - Scarcity of water
- Floods (concepts and policies)
- variable water conditions- policies
Players Multiplayer, chat communication
Up to 16 presential players (8 for board)
1-2 players 1 1
Primary focus Facilitating discourse among inhabitants of a real world watershed
Land and water allocation conflicting rules
Manage a river catchment so that after 50/100 years you have a healthy economy and environment.
Raising awareness of issues surrounding flooding policy and citizen engagement in the UK
to play and learn—by personal experience, about the conflicts and trade-offs that exist in a river basin.
Publico alvo New mexico residents Tarawa atoll 16 representa. (people and policymakers)
Teenage students (anyone can play)
Everyone (UK residents) Everyone ()
Platform web and mobile PC supported board game Web Web Web (portable)
Extracting data Semi structured interview semi-automatic software
Not provided Not provided Numerical computational models (MIKE BASIN from DHI)
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How?
Water wars Atoll Game The Basin Challenge / Catchment detox
FloodSim Acqua Republica
Technology Non specified VisualWorks, and CORMAS platform
Flash Flash Unity
Mechanics Turn based (Rpg)
Turn based computer assisted rpg)
Turn based (Rpg)
Turn based (Rpg)
Turn based (Rpg)
Platform Web and mobile
PC supported board game
Web Web Web (portable)
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Who?
Water wars Atoll Game The Basin Challenge / Catchment detox
FloodSim Acqua Republica
Target Audience New mexico residents
Tarawa atoll 16 representa. (people and policymakers)
Teenage students (anyone can play)
Everyone (UK residents)
Everyone
Numbers of players
Multiplayer, chat communication
Up to 16 presential players (8 for board)
1-2 players 1 1
Role of the player
Stakeholders Family providers – 1 water agency player
Policymakers (god)
Flood policy strategist
Mayor(god)
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Dealing with data
Water wars Atoll Game The Basin Challenge / Catchment detox
FloodSim Acqua Republica
Extracting data Semi structured interview
Semi-automatic software
Not provided Not provided Numerical computational models (MIKE BASIN from DHI)
Feedback Message boards Non specified Messages in game and leaderboard
Messages in game
Messages in game
WM Issues - Policies- Variable water conditions
- Variable water conditions (hydrogeological model)- Scarcity- Management (Policies)
- Policies- Variable water conditions - Scarcity of water
- Floods (concepts and policies)
- variable water conditions- policies
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And out there in the jungle...
Water Smart Software (http://www.watersmartsoftware.com/index.html)
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Watersmart
Personalized
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Watersmart
Gamified
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Issues on persuasive gamesdevelopment for sustainability
Open question 1If we’re going to use social data, how to treat massive data?
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A thought
“The impact of scaling sensing applications from personal to population scale is unknown. […] Today, we only have limited experience in building scalable sensing systems”. Nicholas D Lane, et al “A survey of mobile phone sensing” IEEE Communications Magazine 2010
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Issues on persuasive gamesdevelopment for sustainability
Open Question 2How to guarantee that the results go for the long time?
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The Power agent example
Gustafsson, A. and Bång, M. 2008. Evaluation of a pervasive game for domestic energy engagement among teenagers.
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Power Explorer
• Gustafsson, Anton and Bång, Magnus and Svahn, Mattias (2009) Power Explorer – a casual game style for encouraging long term behavior change among teenagers.
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Retention techniques
Gustafsson conclusions on design issues – to teenagers:
Casual game playSmall investments by playersFast and frequent reward
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But...
Lucas Pereira et. al. – Understanding the limitations of eco-feedback: a one-year long-term study - Human-Computer Interaction and Knowledge Discovery in Complex, Unstructured, Big Data Lecture Notes in Computer Science Volume 7947, 2013,
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It’s all about...
Intrinsic motivation
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Conclusions
Open problemsHow to treat massive dataHow to guarantee the results for the long time
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Conclusions
Open problemsHow to treat massive dataHow to guarantee the results for the long time
PrivacyEnergy consumptionQuickness / Quality
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Conclusions
Open problemsHow to treat massive dataHow to guarantee the results for the long time
Persuasive designRetention TechniquesFeedback Tailoring
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Persuasive is hot
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And water is opened