9 research outputs found

    Teamwork Gamification: A designer's perspective

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    The possibilities of applying game elements for positive behavior change in non-game contexts (i.e. gamification) seem limitless, ranging from politics to treatment of mental illness. However, the number of applied gamification studies is still limited. Our research (part of CRISP G-Motiv) aimed to contribute to the knowledge about designing and applying game elements for teamwork.First, we defined four basic design components that constitute a ‘gameful’ experience (i.e. feeling as if playing a game): goals, rules, objects, and freedom. Next, we explored the application of game elements in two lab- and two field experiments. In the lab, we developed a multiplayer computer game to examine the effect of different rules on interdependent behavior and we developed a physical game with coins to investigate the effect of different rule-sets on output in group-brainstorm meetings. In the field, we implemented and investigated the effect of gamified interventions to improve the cohesion within the operating teams of a strip-galvanizing factory and at a consultancy firm, we developed and tested a game with coins to change the attitude of participants of ‘red team’ meetings.The results of these studies showed that in teamwork, game elements seem mainly valuable for raising attention and changing goal-driven behaviors and experiences. In order to design and research a gamification that positively influences teamwork it is important to consider: 1) the above-mentioned four basic design components and 2) to what extent they pervade in the emotions, attention, and behavior of team members.Design AestheticsHuman Information Communication Desig

    Understanding the use of game elements for persuasion in ambient intelligent environments

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    Industrial DesignIndustrial Design Engineerin

    Social gaming rules: Changing people's behavior through games

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    In this paper we propose an approach towards designing social games or game elements for changing people’s social behavior for serious applications. We use the concept of the magic circle, which outlines the experience of a game world as different from the real world. We can design a connection between these worlds through space, time, and people. A rules-perspective proves to be helpful, particularly on the social level. Rules not only shape social behavior but social behavior also shapes the rules.Industrial DesignIndustrial Design Engineerin

    Enhancing Desirable Food Behaviors by Increasing or Decreasing Disgust: Designing and Testing Infographics

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    For health and environmental reasons, humanity should reduce the consumption of animal-based products, whereas vegetable consumption should be increased. We created stimuli (drawings with texts) that may be able to increase or decrease the purchasing of mushrooms, cheese, and meat. During the design process, we identified four aspect categories (sensory, health, environment, moral) and we generated positive and negative examples for all products. In Study 1 we determined the familiarity, credibility and relevance of each aspect and measured emotional responses to them. In Study 2, we investigated to what extent four aspects combined in an infographic on a poster lessened or strengthened the emotional responses, purchase intention, and tendency to adapt behavior for the three products. Regression analyses showed that the emotional responses to the posters were well predicted by the responses to the product aspects. Purchase intentions were mainly affected by negative affect, while positive and negative affect seemed equally important for people’s intention to change behavior.Design Aesthetic

    Player Experiences and Behaviors in a Multiplayer Game: Designing game rules to change interdependent behavior

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    Serious gaming is used as a means for improving organizational teamwork, yet little is known about the effect of individual game elements constituting serious games. This paper presents a game design experiment aimed at generating knowledge on designing game elements for teamwork. In previous work, we suggested that interaction- and goal-driven rules could guide interdependence and teamwork strategies. Based on this finding, for the present experiment we developed two versions of multiplayer Breakout, varying in rule-sets, designed to elicit player strategies of either dependent competition or dependent cooperation. Results showed that the two rule-sets could generate distinct reported player experiences and observable distinct player behaviors that could be further discriminated into four patterns: expected patterns of helping and ignoring, and unexpected patterns of agreeing and obstructing. Classic game theory was applied to understand the four behavior patterns and made us conclude that goal-driven rules steered players towards competition and cooperation. Interaction rules, in contrast, mainly stimulated dependent competitive behavior, e.g. obstructing each other. Since different types of rules thus led to different player behavior, discriminating in game design between interaction- and goal-driven rules seems relevant. Moreover, our research showed that game theory proved to be useful for understanding goaldrivenrules.Human Information Communication DesignDesign Aesthetic

    Persuasive Game Design: A model and its definitions

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    The following position paper proposes a general theoretical model for persuasive game design. This model combines existing theories on persuasive technology, serious gaming, and gamification. The model is based on user experience, gamification design, and transfer effects.Industrial DesignIndustrial Design Engineerin

    How Much Decision Power Should (A)I Have?: Investigating Patients' Preferences Towards AI Autonomy in Healthcare Decision Making

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    Despite the growing potential of artificial intelligence (AI) in improving clinical decision making, patients' perspectives on the use of AI for their care decision making are underexplored. In this paper, we investigate patients' preferences towards the autonomy of AI in assisting healthcare decision making. We conducted interviews and an online survey using an interactive narrative and speculative AI prototypes to elicit participants' preferred choices of using AI in a pregnancy care context. The analysis of the interviews and in-story responses reveals that patients' preferences for AI autonomy vary per person and context, and may change over time. This finding suggests the need for involving patients in defining and reassessing the appropriate level of AI assistance for healthcare decision making. Departing from these varied preferences for AI autonomy, we discuss implications for incorporating patient-centeredness in designing AI-powered healthcare decision making.Design AestheticsDesIgning Value in Ecosystem

    Balancing Game Rules for Improving Creative Output of Group Brainstorms

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    This article describes a user-centered design experiment investigating positive and negative effects of adding game rules to brainstorms. We studied effects on brainstorm output and user experience and behavior. A coin-based gamification was developed with rules intended to improve brainstorm output in relation to quality and quantity of ideas. However, the invasiveness of a gamification can be expected to affect users both positively and negatively. To find an optimum between positive and negative effects of gamification invasiveness, we tested 5 different rule-sets with varying quantity and quality of rules. The results demonstrated that game rules stimulating competitive game behavior improved the quantity and quality of brainstorm output. Yet the invasiveness of the gamification also hindered this positive effect, due to discussions about rules and mandatory game behavior. From these results we deduced 3 types of invasiveness evoked by the rules’ qualities: a) governing rules led to negative cognitive invasiveness, b) forcing rules caused positive as well as negative behavioral invasiveness, and c) adding coins may have led to positive affective invasiveness (i.e., a playful attitude). We conclude our study with recommendations on designing and researching gamification invasiveness in real-life contexts.Design AestheticsHuman Information Communication Desig
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