5. And even more doubts
• Serious gaming, ubiqutuous computing,
activating game, exergaming, constructionist
and behaviorist learning, augmented reality
games, social games...
7. ... And voilà!
• Related concepts:
• Serious games
• Gamification
• Games with a purpose
• Pervasive games
• Persuasive games
8. ... And voilà!
• Related concepts:
• Serious games
• Gamification
• Games with a purpose
• Pervasive games
• Persuasive games
9. HERE THERE ARE THE SERIOUS
GAMES!
Hi, i’m
serious!
“Games that do not have
entertainment, enjoyment or
fun as their primary purpose”
(Michael & Chen, 2005).
14. Some of them are designed for
more than entertaining…
15. SOME OF THEM ARE DESIGNED FOR
MORE THAN ENTERTAINING
Yan Xu et. al.: Designing pervasive health games for
sustainability, adaptability and sociability
16. Also some of the serious, try to
change your opinion about
something
We’re
persuasive!
Games (tries to) that change
your opinion/behaviour on
some topic.
29. Applications
Games for environment and
sustainability (8 results)
Pedro Centieiro, et. al.: A location-based multiplayer mobile
game to encourage pro-environmental behaviours. 2011
32. 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)
33. 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)
34. 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
35. And out there in the jungle
• Water Smart Software
(http://www.watersmartsoftware.com/index.
html)
40. Open Question 1
If we’re going to use social data,
how to treat massivedata?
41. 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
43. The Power agent example
Gustafsson, A. and Bång, M. 2008. Evaluation of a pervasive
game for domestic energy engagement among teenagers.
44. Power EXPLORER
• Gustafsson, Anton and Bång, Magnus and Svahn, Mattia
s (2009) Power Explorer – a casual game style for
encouraging long term behavior change among
teenagers.
45. Retention techniques
• Gustafsson conclusions on design issues – to
teenagers:
• Casual game play
• Small investments by players
• Fast and frequent reward
46. 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,
49. Open Problems
• 1 – How to treat massive data
• 2 – How to guarantee the results for the long
time
50. Open Problems
• 1 – How to treat massive data
• 2 – How to guarantee the results for the long
time
Privacy
Energy consumption
Quickness / Quality
51. Open Problems
• 1 – How to treat massive data
• 2 – How to guarantee the results for the long
time Persuasive design
Retention Techniques
Feedback Tailoring