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Behaviour Change
through Videogames
Michele Bianchi
07 April 2015
1 / 32
Michele Bianchi
Born 1986/04/29, Trento - Italy
Hometown Trento
Degrees B.Sc. and M.Sc. in Computer Science - University
of Trento
Teaching 2 years teaching assistant - Computer
Architectures
Abroad Copenhagen, Budapest, Istanbul
Skills C/C++, OpenGL, Game Design, Real Time
Operating Systems, Creative and Technical
Writing
2 / 32
Interests
• Videogames
• Manga, Anime
• Writing
• Jazz, Rock, Electronic music
• Walking, exploring
3 / 32
Games for Behavioural Change
Videogames are pervasive in the population:
• 50% of the Europeans plays regularly videogames, with an
even distribution between sexes.
• The percentage rises to almost 75% of the people aged
16-34
Videogames may have potential for behaviour changing
technologies:
• Socially Pervasive
• Long Term enjoyment
4 / 32
Objective
Assess the impact that games can have on behaviour change.
Applied on walking for the first project, City Spirits, on taking
pictures for the second, Magnum Opus
Theoretical ground:
• Persuasive technologies
• Behaviour change
• Game Design
• Urbanism
5 / 32
Persuasive Technologies
Fogg’s Behavioural Theory:
Three factors are needed at the
same time to activate a
behaviour in a person:
• Motivation
• Ability
• Triggers
Ability
Easier to do
Motivation
Highermotivation
Activation
Threshold
Triggers here
succeed in activating
a behaviour
It is not clear how this model can help changing a person’s
behaviour.
6 / 32
Organismic Integration Theory (OIT)
Three motivational
stages:
• Amotivated
• Extrinsic
Motivation
• Intrinsic
Motivation
Amotivated Intrinsic Motivation
Extrinsic Motivation
External
regulation
Introjection
Identification
Integration
Motivation Internalisation
In order for a person to gain a specific
behaviour she or he has to internalise
the motivation to do it.
7 / 32
Integrated Behavioural Model (IBM)
The likelihood of a behaviour is heavily influenced by the
intention to do it, based on three elements:
• Attitude in engaging in a behaviour
• Perceived social norm
• Personal agency
8 / 32
IBM: requirements and evaluation
Requirements
Assessed using IBM
elicitation interviews aimed
at discovering outcomes,
referents and environmental
facilitators and barriers
Evaluation
Direct and indirect
measurement of constructs
using Teory of Planned
Behaviour (TPB)
questionnaires
9 / 32
Ego Depletion
Willpower is not an infinite resource and once it is depleted a
person cannot exert self-regulation
Self-restoration is facilitated by positive experiences
Games can help behaviour change thanks to their entertaining
nature
10 / 32
Theoretical Framework
Intention
Ego-Depletion
Intrinsic
Motivation
Extrinsic
Motivation
Attitude
Experiential
Instrumental
Perceived
Norm
Injunctive
Norm
Descriptive
Norm
Perceived
Control
Self-efficacy
Personal
Agency
Behaviour
Knowledge and Skills
Salience
Environmental Constraints
Habit
11 / 32
Elemental Tetrad
Visibility
Story Mechanics
Technology
Aesthetics
12 / 32
Magic Circle
Games are normally played in confined spaces:
• Locally by limiting the game on a table or in front of a PC
• Temporally by limiting the game session to a fixed quantity
of time
• Socially by giving a clear definition of who is playing and
who is not
This confined space is called Magic Circle
13 / 32
Pervasive game
Expand the magic circle.
It is not required for a game to be pervasive, to expand every
space:
• Metal Gear Solid - Portable OPs (local)
• Animal Crossing (time)
• Dance Dance Revolution (social)
14 / 32
Metal Gear Solid - Portable OPs
15 / 32
Animal Crossing
16 / 32
Dance Dance Revolution
17 / 32
Pervasive Games and the City
A pervasive game to help people move should take the city into
account in the design. Some examples are:
• City map
• City as a practical experience
• Urban layout
• City culture
• City events and flux
18 / 32
City Spirits
Understanding intention determinants
• Open-ended elicitation interviews (following IBM
constructs)
• 12 participants: 6 males, 6 females, age 26-46
• Interviews transcribed and thematically analised
• Codes extracted placed in IBM constructs
19 / 32
Interview Results
• Experiential attitude and normative influence have almost
no negative impact
• Weather and time are the most frequent obstacles
• Along with good weather, walking as a collateral activity,
the location and the social dimension are the most
frequent facilitators
20 / 32
Participatory game ideas
• Two Brainstorming
sessions to generate more
gameplay ideas
• Use of Code Cards
designed to present
elicitation results
If you walk not for
walking then going
out is easier
Walk to the supermarket
Walking not as a workout
If the place where
you walk is nice
then you are
happier
to go walking
Flat tracks
Nice environments
Walking in short
intervals
(10 minutes at least)
can help people
in walking more
Walking together
with someone
makes walking
easier
Walking alone
gives you time
to be alone
Having more free
time helps people
in walking more
Walking is easier if
you are already
out of home
A bad place to
walk into makes
walking harder
Bad, ugly neighbourhood
Too many vehicles
Bad weather can
be an obstacle
to walking
Both rain or hot weather
make you want to stay at home
Example of Code Cards
21 / 32
Brainstorming Results
• Use minigames to fight
enemies
• Leave persistant
messages in AR space
• Use comparative data
to inform the gamer
• Show players and NPC
proximity through AR
• Zone exploration opens
up new quests
• Guilds, players
associations
• Writing a story that
appeals both sexes
• Use real elements into
quests
• Greater in-game effects
during the first 30
minutes of walking
22 / 32
Game Jams
• Focused workshop
• Aims at creating a game in two days
• Participants receive a theme and then propose game ideas
23 / 32
DAT Game Jam - October 2014
• Participants select themselves
• Enlarge the game developer community
• Impossible to test interventions without developing games
• Proposing the right theme results in prototypal games
based on a single intervention
24 / 32
DAT Game Jam - Results
Ubiquitous tower defense
• Players have to move
fast
• Aligned to streets
• Designed to gradually
train players
Location-based investigation
game
• Investigation makes
use of the city
• Engages the players
with a story
• Episodic story
25 / 32
Proposed Game mechanics
Story-Driven Role-Playing Game (RPG)
• Division of the urban
tissue in in-game zones
• Time-based zone
change
• Weather influenced
quests
• Zones change based
on answers by players
• No levelling up
• Automatic in-game
party forming
• Context-based quest
generation
• No explicit behaviour
intervention
26 / 32
OHR & Radiant2
• Tangible Game
• Controller created with
low-cost components
and materials
• Fully hand drawn
• No explicit tutorial
• Story-based mechanics
• Game Designed in
parallel with the
tangible controller
• Won Jury Prize at
CHIPlay 2014 Student
Game Design
Competition
27 / 32
OHR & Radiant2
- Responsibilities
• Lead Game Designer
• Level Designer
• Narrative Designer
• Technical Writer
• Driver Developer
28 / 32
Magnum Opus - GraphiTech
• Game to push people
into taking pictures of
cities
• Taking pictures become
a secondary mechanic
• Uses narrative and F2P
mechanics
• Split cities into small
zones and pit players
on the control of zones
• Use picture density and
direction in order to
spread out pictures in
an even way
a
b
c
d
ID Counter
a 0
b 0
c 1
d 2
29 / 32
OHR, City Spirits and Magnum Opus
The three games have required a different approach in their
design.
This might lead to hints on how games are designed for a
purely entertaining aim and how they are designed for a
specific, additional, purpose.
30 / 32
Future work
• Evaluation of creature generation formula
• Implementation of the game in Cocos2dx (Or another
game engine specific for Android)
• Comparative evaluation (e.g. Magnum Opus vs.
Pointification)
31 / 32
Questions?
32 / 32

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JazzPresentation

  • 1. Behaviour Change through Videogames Michele Bianchi 07 April 2015 1 / 32
  • 2. Michele Bianchi Born 1986/04/29, Trento - Italy Hometown Trento Degrees B.Sc. and M.Sc. in Computer Science - University of Trento Teaching 2 years teaching assistant - Computer Architectures Abroad Copenhagen, Budapest, Istanbul Skills C/C++, OpenGL, Game Design, Real Time Operating Systems, Creative and Technical Writing 2 / 32
  • 3. Interests • Videogames • Manga, Anime • Writing • Jazz, Rock, Electronic music • Walking, exploring 3 / 32
  • 4. Games for Behavioural Change Videogames are pervasive in the population: • 50% of the Europeans plays regularly videogames, with an even distribution between sexes. • The percentage rises to almost 75% of the people aged 16-34 Videogames may have potential for behaviour changing technologies: • Socially Pervasive • Long Term enjoyment 4 / 32
  • 5. Objective Assess the impact that games can have on behaviour change. Applied on walking for the first project, City Spirits, on taking pictures for the second, Magnum Opus Theoretical ground: • Persuasive technologies • Behaviour change • Game Design • Urbanism 5 / 32
  • 6. Persuasive Technologies Fogg’s Behavioural Theory: Three factors are needed at the same time to activate a behaviour in a person: • Motivation • Ability • Triggers Ability Easier to do Motivation Highermotivation Activation Threshold Triggers here succeed in activating a behaviour It is not clear how this model can help changing a person’s behaviour. 6 / 32
  • 7. Organismic Integration Theory (OIT) Three motivational stages: • Amotivated • Extrinsic Motivation • Intrinsic Motivation Amotivated Intrinsic Motivation Extrinsic Motivation External regulation Introjection Identification Integration Motivation Internalisation In order for a person to gain a specific behaviour she or he has to internalise the motivation to do it. 7 / 32
  • 8. Integrated Behavioural Model (IBM) The likelihood of a behaviour is heavily influenced by the intention to do it, based on three elements: • Attitude in engaging in a behaviour • Perceived social norm • Personal agency 8 / 32
  • 9. IBM: requirements and evaluation Requirements Assessed using IBM elicitation interviews aimed at discovering outcomes, referents and environmental facilitators and barriers Evaluation Direct and indirect measurement of constructs using Teory of Planned Behaviour (TPB) questionnaires 9 / 32
  • 10. Ego Depletion Willpower is not an infinite resource and once it is depleted a person cannot exert self-regulation Self-restoration is facilitated by positive experiences Games can help behaviour change thanks to their entertaining nature 10 / 32
  • 13. Magic Circle Games are normally played in confined spaces: • Locally by limiting the game on a table or in front of a PC • Temporally by limiting the game session to a fixed quantity of time • Socially by giving a clear definition of who is playing and who is not This confined space is called Magic Circle 13 / 32
  • 14. Pervasive game Expand the magic circle. It is not required for a game to be pervasive, to expand every space: • Metal Gear Solid - Portable OPs (local) • Animal Crossing (time) • Dance Dance Revolution (social) 14 / 32
  • 15. Metal Gear Solid - Portable OPs 15 / 32
  • 18. Pervasive Games and the City A pervasive game to help people move should take the city into account in the design. Some examples are: • City map • City as a practical experience • Urban layout • City culture • City events and flux 18 / 32
  • 19. City Spirits Understanding intention determinants • Open-ended elicitation interviews (following IBM constructs) • 12 participants: 6 males, 6 females, age 26-46 • Interviews transcribed and thematically analised • Codes extracted placed in IBM constructs 19 / 32
  • 20. Interview Results • Experiential attitude and normative influence have almost no negative impact • Weather and time are the most frequent obstacles • Along with good weather, walking as a collateral activity, the location and the social dimension are the most frequent facilitators 20 / 32
  • 21. Participatory game ideas • Two Brainstorming sessions to generate more gameplay ideas • Use of Code Cards designed to present elicitation results If you walk not for walking then going out is easier Walk to the supermarket Walking not as a workout If the place where you walk is nice then you are happier to go walking Flat tracks Nice environments Walking in short intervals (10 minutes at least) can help people in walking more Walking together with someone makes walking easier Walking alone gives you time to be alone Having more free time helps people in walking more Walking is easier if you are already out of home A bad place to walk into makes walking harder Bad, ugly neighbourhood Too many vehicles Bad weather can be an obstacle to walking Both rain or hot weather make you want to stay at home Example of Code Cards 21 / 32
  • 22. Brainstorming Results • Use minigames to fight enemies • Leave persistant messages in AR space • Use comparative data to inform the gamer • Show players and NPC proximity through AR • Zone exploration opens up new quests • Guilds, players associations • Writing a story that appeals both sexes • Use real elements into quests • Greater in-game effects during the first 30 minutes of walking 22 / 32
  • 23. Game Jams • Focused workshop • Aims at creating a game in two days • Participants receive a theme and then propose game ideas 23 / 32
  • 24. DAT Game Jam - October 2014 • Participants select themselves • Enlarge the game developer community • Impossible to test interventions without developing games • Proposing the right theme results in prototypal games based on a single intervention 24 / 32
  • 25. DAT Game Jam - Results Ubiquitous tower defense • Players have to move fast • Aligned to streets • Designed to gradually train players Location-based investigation game • Investigation makes use of the city • Engages the players with a story • Episodic story 25 / 32
  • 26. Proposed Game mechanics Story-Driven Role-Playing Game (RPG) • Division of the urban tissue in in-game zones • Time-based zone change • Weather influenced quests • Zones change based on answers by players • No levelling up • Automatic in-game party forming • Context-based quest generation • No explicit behaviour intervention 26 / 32
  • 27. OHR & Radiant2 • Tangible Game • Controller created with low-cost components and materials • Fully hand drawn • No explicit tutorial • Story-based mechanics • Game Designed in parallel with the tangible controller • Won Jury Prize at CHIPlay 2014 Student Game Design Competition 27 / 32
  • 28. OHR & Radiant2 - Responsibilities • Lead Game Designer • Level Designer • Narrative Designer • Technical Writer • Driver Developer 28 / 32
  • 29. Magnum Opus - GraphiTech • Game to push people into taking pictures of cities • Taking pictures become a secondary mechanic • Uses narrative and F2P mechanics • Split cities into small zones and pit players on the control of zones • Use picture density and direction in order to spread out pictures in an even way a b c d ID Counter a 0 b 0 c 1 d 2 29 / 32
  • 30. OHR, City Spirits and Magnum Opus The three games have required a different approach in their design. This might lead to hints on how games are designed for a purely entertaining aim and how they are designed for a specific, additional, purpose. 30 / 32
  • 31. Future work • Evaluation of creature generation formula • Implementation of the game in Cocos2dx (Or another game engine specific for Android) • Comparative evaluation (e.g. Magnum Opus vs. Pointification) 31 / 32