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Persuasive games Alysson Diniz dos Santos Piero Fraternali 19/07/2014

Persuasive games - concept, state of the art and issues on sustainability applications

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State of the art presentation on persuasive games applied to water consumption.

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Page 1: Persuasive games - concept, state of the art and issues on sustainability applications

Persuasive gamesAlysson Diniz dos Santos

Piero Fraternali

19/07/2014

Page 2: Persuasive games - concept, state of the art and issues on sustainability applications

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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

35

39

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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

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