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Persuasive games
Concept, state of the art and issues on
sustainability applications
Initial CONCEPTS
Concept
• What are these
persuasive games,
after all?
The first doubt
• Pervasive or persuasive?
And even more doubts
• Serious gaming, ubiqutuous computing,
activating game, exergaming, constructionist
and behaviorist learning, augmented reality
games, social games...
Gathering everything together...
• Related concepts:
• Serious games
• Gamification
• Games with a purpose
• Pervasive games
... And voilà!
• Related concepts:
• Serious games
• Gamification
• Games with a purpose
• Pervasive games
• Persuasive games
... And voilà!
• Related concepts:
• Serious games
• Gamification
• Games with a purpose
• Pervasive games
• Persuasive games
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).
For training
For education
AND HERE THERE ARE THE
PERVASIVE GAMES!
I’m pervasive!
Games based on pervasive
technology.
Some of them already
commercial!
Some of them are designed for
more than entertaining…
SOME OF THEM ARE DESIGNED FOR
MORE THAN ENTERTAINING
Yan Xu et. al.: Designing pervasive health games for
sustainability, adaptability and sociability
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.
Being pervasive... Or not!
Pervasive Serious
Persuasive
State of the art on
PERSUASIVE GAMES
Methodology
•Research:
• Portals: IEEE Xplore and ACM Digital Library
• Terms: “persuasive games”
• Years: from 2009 to 2013
Methodology
•Results:
• 95 results (19 from IEEE, 76 from ACM)
• 1 panel
• 1 keynote
• 4 journals
• 6 conference proceedings
• 83 papers
• (12 papers - from backward and forward
chaining)
Categorization
35
39
9
Papers
Applications
Design and tools
Others
The others
Others
Papers more related to game
culture or, that didn’t talk about
games.
Design aspects, tools and
psychological studies
• Psychological aspects of
persuasion
Design aspects, tools and
psychological studies
• Psychological aspects of
persuasion
• Designing for persuade
Design aspects, tools and
psychological studies
• Psychological aspects of
persuasion
• Designing for persuade
• Framework and methodologies
Applications
Games for health
PiNiZoRo: A GPS-based Exercise Game for Families
Stanley, K. et al., (2010), Proceedings of Future Play 2010.
Applications
Games for producing
“social effects”
Amy Eubanks: Catching Fireflies: a persuasive augmented
reality game for Android phones, 2011
Applications
Games for environment and
sustainability
• 8 results
Applications
Games for environment and
sustainability (8 results)
Pedro Centieiro, et. al.: A location-based multiplayer mobile
game to encourage pro-environmental behaviours. 2011
About WATER
management
Actual table
Water wars Atoll Game The Basin Challenge /
Catchment detox
FloodSim 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)
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)
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)
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
And out there in the jungle
• Water Smart Software
(http://www.watersmartsoftware.com/index.
html)
Watersmart
• Personalized
Watersmart
• Gamified
Issues on persuasive games
development for sustainability
Open Question 1
If we’re going to use social data...
Open Question 1
If we’re going to use social data,
how to treat massivedata?
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
Open Question 2
How to guarantee that the results go
for the long time?
The Power agent example
Gustafsson, A. and Bång, M. 2008. Evaluation of a pervasive
game for domestic energy engagement among teenagers.
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.
Retention techniques
• Gustafsson conclusions on design issues – to
teenagers:
• Casual game play
• Small investments by players
• Fast and frequent reward
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,
IT’s all ABOUT
• Intrinsic motivation!
CONCLUSIONS
Open Problems
• 1 – How to treat massive data
• 2 – How to guarantee the results for the long
time
Open Problems
• 1 – How to treat massive data
• 2 – How to guarantee the results for the long
time
Privacy
Energy consumption
Quickness / Quality
Open Problems
• 1 – How to treat massive data
• 2 – How to guarantee the results for the long
time Persuasive design
Retention Techniques
Feedback Tailoring
Persuasive is hot...
• http://www.persuasive2014.org/
And water is opened

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State of the art on persuasive games for water consumption

  • 1. Persuasive games Concept, state of the art and issues on sustainability applications
  • 3. Concept • What are these persuasive games, after all?
  • 4. The first doubt • Pervasive or persuasive?
  • 5. And even more doubts • Serious gaming, ubiqutuous computing, activating game, exergaming, constructionist and behaviorist learning, augmented reality games, social games...
  • 6. Gathering everything together... • Related concepts: • Serious games • Gamification • Games with a purpose • Pervasive 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).
  • 12. AND HERE THERE ARE THE PERVASIVE GAMES! I’m pervasive! Games based on pervasive technology.
  • 13. Some of them already commercial!
  • 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.
  • 17. Being pervasive... Or not! Pervasive Serious Persuasive
  • 18. State of the art on PERSUASIVE GAMES
  • 19. Methodology •Research: • Portals: IEEE Xplore and ACM Digital Library • Terms: “persuasive games” • Years: from 2009 to 2013
  • 20. Methodology •Results: • 95 results (19 from IEEE, 76 from ACM) • 1 panel • 1 keynote • 4 journals • 6 conference proceedings • 83 papers • (12 papers - from backward and forward chaining)
  • 22. The others Others Papers more related to game culture or, that didn’t talk about games.
  • 23. Design aspects, tools and psychological studies • Psychological aspects of persuasion
  • 24. Design aspects, tools and psychological studies • Psychological aspects of persuasion • Designing for persuade
  • 25. Design aspects, tools and psychological studies • Psychological aspects of persuasion • Designing for persuade • Framework and methodologies
  • 26. Applications Games for health PiNiZoRo: A GPS-based Exercise Game for Families Stanley, K. et al., (2010), Proceedings of Future Play 2010.
  • 27. Applications Games for producing “social effects” Amy Eubanks: Catching Fireflies: a persuasive augmented reality game for Android phones, 2011
  • 28. Applications Games for environment and sustainability • 8 results
  • 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
  • 31. Actual table Water wars Atoll Game The Basin Challenge / Catchment detox FloodSim 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)
  • 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)
  • 38. Issues on persuasive games development for sustainability
  • 39. Open Question 1 If we’re going to use social data...
  • 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
  • 42. Open Question 2 How to guarantee that the results go for the long time?
  • 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,
  • 47. IT’s all ABOUT • Intrinsic motivation!
  • 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
  • 52. Persuasive is hot... • http://www.persuasive2014.org/
  • 53. And water is opened