4. 4
And even more doubts...
Serious gaming, ubiqutuous computing,
activating game, exergaming, constructionist
and behaviorist learning, augmented reality
games, social games...
8. 8
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!
14. 14
Some of them designed for more
than entertainment
Yan Xu et. al.: Designing pervasive health games for
sustainability, adaptability and sociability
17. 17
State of the art on persuasive
games
Methodology
Research
Portals: IEEE Xplore and ACM Digital Library
Terms: persuasive games
Date: from 2009 to 2013
18. 18
State of the art on persuasive
games
95 Results (19 from IEEE, 76 from ACM)
1 panel
1 keynote
4 journals
6 conference proceedings
83 papers
27. 27
Applications
Games for environment and
sustainability (8 results)
Pedro Centieiro, et. al.: A location-based multiplayer mobile
game to encourage pro-environmental behaviours. 2011
29. 29
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)
30. 30
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)
31. 31
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
32. 32
And out there in the jungle...
Water Smart Software
(http://www.watersmartsoftware.com/index.h
tml)
35. 35
Issues on persuasive games
development for sustainability
Open question 1
If we’re going to use social data, how to treat
massive data?
36. 36
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
37. 37
Issues on persuasive games
development for sustainability
Open Question 2
How to guarantee that the results go for the long
time?
38. 38
The Power agent example
Gustafsson, A. and Bång, M. 2008. Evaluation of a pervasive
game for domestic energy engagement among teenagers.
39. 39
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.
41. 41
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,
44. 44
Conclusions
Open problems
How to treat massive data
How to guarantee the results for the long time
Privacy
Energy consumption
Quickness / Quality
45. 45
Conclusions
Open problems
How to treat massive data
How to guarantee the results for the long time
Persuasive design
Retention Techniques
Feedback Tailoring