77 research outputs found
Leveraging the Proteus Effect to Motivate Emotional Support in a Serious Game for Mental Health
Researchers have explored how online communities can be leveraged for peer support, but general disinterest and a lack of engagement have emerged as substantial barriers to their use in practice. To address this gap, we designed Merlynne using the Elaboration Likelihood Model (ELM) and games user research, a serious game that motivates individuals to become peer supporters using the Cognitive Behavioural Therapy (CBT) techniques, through play. We conducted a mixed-methods, exploratory study to evaluate Merlynne’s design and specifically studied the Proteus Effect, hypothesizing that players using a stereotypically helpful avatar would have higher usage rates and a higher change in helping attitudes scores than players using a stereotypically unhelpful avatar. Merlynne had high engagement evidenced by usage rates and meaningful participant responses, and serious game techniques were used as effective cues for motivation. Emerging themes from thematic analysis of semi-structured interviews were supported with usage data and survey responses. We also found that avatar appearance influenced player-avatar connectedness and engagement through the frequency of empathy expressed in solutions. In reflecting on our findings, we discuss design challenges such as Ludonarrative dissonance, designing for emotional fatigue, and players’ overconfidence, and present design considerations such as using avatars to promote empathy for those seeking to motivate participation in mental health support and the use of serious game techniques to encourage participation in health interventions
Why so serious?:game-based learning in health profession education: state of the art and future directions
If you look around carefully, you see a lot of use of game elements that aim to motivate people towards a certain behaviour. From smileys on posts that aim to lower your driving speed, to earning stars in language learning apps. Game-based learning is the use of game elements to make learning more attractive and to encourage people to continue their learning. This is logical right? The longer you learn, the better the outcome. Or not? This doctoral thesis examines the effects of using game-based learning in medical education. Why and when should it be applied? We have investigated whether it is advisable to develop a game suitable for everyone. We discovered that there are 5 different game personas (player types): competitors, socializers, social achievers, explorers and trolls. Everyone has their own preferences when it comes to social interactions and achieving goals within a game. From this we were able to develop a taxonomy, which has been tested at almost all medical universities in the Netherlands. It shows that medical students are mainly socially oriented players. While most game based learnings are not at all. This doctoral research can offer perspective in current developments, gives direction where it could go, but also has a critical note on the use of game-based learning that is should not be applied too much
Designing Persuasively using Playful Elements
Alongside productivity and communication, computers are a valuable tool for diversion
and amusement. Game Designers leverage the multifaceted world of computing to create
applications that can be developed persuasively; designs can be formulated to compel
users towards actions and behaviours which range from engaging in the game’s mechanics,
micro-transactions, or in more complex manifestations such as encouraging reflection
via the evaluation of the moral argument presented in the gameplay narrative. In my
dissertation, I explore how to create compelling experiences during playful interactions.
Particularly, I explore how design decisions affect users’ behaviours, and evaluations of the
gaming experience to learn more about crafting persuasive mechanics in games. First, I
present research on calibrating aspects of difficulty and character behaviour in the design
of simple games to create more immersive experiences. My work on calibration of game
difficulty, and enemy behaviour contribute insight regarding the potential of games to
create engaging activities, which inspire prolonged play sessions. Further work in my
dissertation explores how players interact with in-game entities they perceive as human
and explores the boundaries of acceptable player interaction during co-located gaming
situations. My early work gives rise to deeper questions regarding perspectives on co-players
during gaming experiences. Specifically, I probe the question of how players perceive human
versus computer-controlled teammates during a shared gaming experience. Additionally, I
explore how game design factors in the context of a tightly-coupled shared multi-touch large
display gaming experience can influence the way that people interact and, in turn, their
perspectives on one another to ask: ‘how can games be used persuasively to inspire positive
behaviours and social interaction?’. Issues of perspectives are a theme I carry forward in
my work by exploring how game dynamics – in particular the use of territoriality – can be
used to foster collaborative behaviours. Further, I discuss how my work contributes to the
study of persuasive game design, games with purpose, and cement my findings in relation
to the games studies and computer science literature. Last, I discuss future work, in which
I discuss my ambitions for using persuasive design for social good via Games4Change
Information and Communication Technologies in Tourism 2022
This open access book presents the proceedings of the International Federation for IT and Travel & Tourism (IFITT)’s 29th Annual International eTourism Conference, which assembles the latest research presented at the ENTER2022 conference, which will be held on January 11–14, 2022. The book provides an extensive overview of how information and communication technologies can be used to develop tourism and hospitality. It covers the latest research on various topics within the field, including augmented and virtual reality, website development, social media use, e-learning, big data, analytics, and recommendation systems. The readers will gain insights and ideas on how information and communication technologies can be used in tourism and hospitality. Academics working in the eTourism field, as well as students and practitioners, will find up-to-date information on the status of research
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