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The Role of Game Design in Addressing Behavioural Change Paul Coulton

The role of game design in addressing behavioural change (EAD11)

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Page 1: The role of game design in addressing behavioural change (EAD11)

The Role of Game Design in Addressing Behavioural Change

Paul Coulton

Page 2: The role of game design in addressing behavioural change (EAD11)

3 Billion

Page 3: The role of game design in addressing behavioural change (EAD11)
Page 4: The role of game design in addressing behavioural change (EAD11)

Change Behaviour

Change Perception

Page 5: The role of game design in addressing behavioural change (EAD11)

Persuasive Technology

HighAbility

LowAbility

HighMotivation

LowMotivation

TargetBehaviour

Desire

d Traje

ctory

of Use

rs

FACILITATOR

SPARK

SIGNAL

SIGNALThe Facilitator is a trigger

that also makes the desired behaviour easier

to perform.

The Signal is a trigger that identifies an appropriate time to perform a

particular behaviour for those already motivated to perform that behaviour.

The Spark is a trigger that provides the initial

inspiration to change behaviour.

B.J Fogg

Page 6: The role of game design in addressing behavioural change (EAD11)

21 Daysor 66 DaysLally et al

Page 7: The role of game design in addressing behavioural change (EAD11)

Rhetoric

Pathos(empathy)

Ethos(credibility)

Logos(logic)

CONTEXT

Aristottle

Logos - would utilise facts, statistics, analogies, and

logical reasoning.

Ethos - would draw upon credibility, reliability, trustworthiness and

fairness.

Pathos - would appeal to our emotions and draw

upon feelings of fairness, love, pity, or even greed,

lust, or revenge.

Page 8: The role of game design in addressing behavioural change (EAD11)

Rhetoric of Design

Rhetor Audience

Speech

Intent

Expectations

Rhetoric

Page 9: The role of game design in addressing behavioural change (EAD11)

Graphic Designer Audience

Image

Inte

ntExpectations

Visual Rhetoric

Rhetoric of Design

Page 10: The role of game design in addressing behavioural change (EAD11)

Designer Users

Product

Inte

ntExpectations

Design as Rhetoric

Rhetoric of Design

Richard Buchanan

As a designer, we are creating a persuasive argument that comes to life whenever a user considers or uses a product

Page 11: The role of game design in addressing behavioural change (EAD11)

Game

Game Designer Player

Rule

sInteraction

Game Design as Rhetoric

Rhetoric of Designthe basic representational mode of videogames is “procedurality”, enacted through rule- based representations and interactions and, when used to reveal processes or concepts of another system, present the player with a procedural rhetoric

Ian Bogost

Page 12: The role of game design in addressing behavioural change (EAD11)

Interactive System

Interaction Designer User

Syst

em L

ogic Interaction

Interactive Systems as Rhetoric

Rhetoric of Design

Coulton

Page 13: The role of game design in addressing behavioural change (EAD11)

Using Rhetoric

Page 14: The role of game design in addressing behavioural change (EAD11)

Money forgetsCurrency Value

Watermark TransparentRegister

Ultra VioletMarker

Metallic Thread

RaisedLettering

Motion Thread

Micro Lettering

Information

ProtectionPhysical C

urrency IData Sym

bol

Flow Time Location

Digital Inform

ation

Digital/ Physical C

urrency Data Sym

bol

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Revealing the Underlying System

Page 16: The role of game design in addressing behavioural change (EAD11)

Congratulations you have added to the wealth of the local economy by closing a trading loop.https://tinyurl.com/2fcpre622 hours ago reply

Page 17: The role of game design in addressing behavioural change (EAD11)

“Game elements aren't the monosodium glutamate of fun that you can simply add to an activity to make motivating and engaging” Will Wright

Page 18: The role of game design in addressing behavioural change (EAD11)

Questions

Banksy @mysticmobile