- Videogames have potential for behavior change technologies due to their pervasive nature and ability to provide long-term enjoyment.
- The document discusses theories of behavior change such as the Integrated Behavioral Model and uses them to design two games - City Spirits, aimed at increasing walking, and Magnum Opus, aimed at increasing photography of cities.
- City Spirits was designed using participatory methods like interviews and brainstorming to understand player motivations and barriers to walking, and proposes a role-playing game to encourage walking in cities.
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
This document discusses the design of an augmented reality tabletop war game called Tankwar. The game aims to engage players mentally, physically, socially, and emotionally by allowing complex real-time strategy gameplay while maintaining the social interaction afforded by traditional tabletop games. Players control armies using head-mounted displays and interaction tools to complete mission objectives on a shared non-scrollable 3D landscape. Initial evaluations found that players were able to easily use the interface and engaged in more social interaction than with personal computer games. Future work will include further evaluations, iterative design improvements, and examining social communication through head-mounted displays.
Games institute: University of California Visit: Game Thinking OverviewLennart Nacke
Game Thinking slides for a research visit from the University of California to the Game Insitute at the University of Waterloo to support international research connections and collaborations.
The document discusses ways to promote social interaction through games. It notes that studies have shown playing games can improve social skills like communication and competence. Both physical board games and digital games are considered, with digital games offering portability but sometimes lacking face-to-face interaction. The designers propose a solution that combines aspects of physical and digital games - allowing both private and public gameplay on separate screens to promote social involvement while retaining portability and ease-of-use. They plan to finish prototyping and test their solution with user studies.
Slides used to introduce some major concepts by play theorists John Huizinga and Roger Callois in Week 1 of LHUM P410: Digital Narrative Theory and Practice, a course in the Visual Culture and Interactive Media Studies Minor and Video Game Scoring Minor at Berklee College of Music.
The project aims to use Unreal Engine 4 to render human activity data in real time by streaming joint angle data into the engine and applying it to an animated skeletal mesh. Currently, a skeleton can be controlled in C++ and animation applied via Blueprints. A network socket was implemented but library functions are not visible in the editor. Future work includes resolving the network library, creating a server, defining file structure, and rendering body occlusion.
This document discusses the potential positive and negative outcomes of playing games. On the negative side, it addresses common fears about games causing increased violence or addiction. However, it notes that well-adjusted adult players can discern fantasy from reality, and developmentally appropriate games can be good for young players. Positively, games can benefit emotional health by relieving stress, build confidence, and connect players. Games may also encourage exercise, education, problem-solving skills, and learning about complex systems of relationships. The document advocates considering how games can transform players for the better when designing experiences using a "Lens of Transformation."
GAMIFIN 2019 Conference Keynote: How to fail at #gamification researchLennart Nacke
Lennart Nacke describes the many ways that failure is important and necessary for iterative design and development of gamification research. He outlines several ways that current gamification research can improve on experiments, execution, and publication of gamification studies. He touches on areas of game thinking, user experience, and design to tie all the examples of failure together into a call for honest design and research in gamification.
This document discusses the design of an augmented reality tabletop war game called Tankwar. The game aims to engage players mentally, physically, socially, and emotionally by allowing complex real-time strategy gameplay while maintaining the social interaction afforded by traditional tabletop games. Players control armies using head-mounted displays and interaction tools to complete mission objectives on a shared non-scrollable 3D landscape. Initial evaluations found that players were able to easily use the interface and engaged in more social interaction than with personal computer games. Future work will include further evaluations, iterative design improvements, and examining social communication through head-mounted displays.
Games institute: University of California Visit: Game Thinking OverviewLennart Nacke
Game Thinking slides for a research visit from the University of California to the Game Insitute at the University of Waterloo to support international research connections and collaborations.
The document discusses ways to promote social interaction through games. It notes that studies have shown playing games can improve social skills like communication and competence. Both physical board games and digital games are considered, with digital games offering portability but sometimes lacking face-to-face interaction. The designers propose a solution that combines aspects of physical and digital games - allowing both private and public gameplay on separate screens to promote social involvement while retaining portability and ease-of-use. They plan to finish prototyping and test their solution with user studies.
Slides used to introduce some major concepts by play theorists John Huizinga and Roger Callois in Week 1 of LHUM P410: Digital Narrative Theory and Practice, a course in the Visual Culture and Interactive Media Studies Minor and Video Game Scoring Minor at Berklee College of Music.
The project aims to use Unreal Engine 4 to render human activity data in real time by streaming joint angle data into the engine and applying it to an animated skeletal mesh. Currently, a skeleton can be controlled in C++ and animation applied via Blueprints. A network socket was implemented but library functions are not visible in the editor. Future work includes resolving the network library, creating a server, defining file structure, and rendering body occlusion.
This document discusses the potential positive and negative outcomes of playing games. On the negative side, it addresses common fears about games causing increased violence or addiction. However, it notes that well-adjusted adult players can discern fantasy from reality, and developmentally appropriate games can be good for young players. Positively, games can benefit emotional health by relieving stress, build confidence, and connect players. Games may also encourage exercise, education, problem-solving skills, and learning about complex systems of relationships. The document advocates considering how games can transform players for the better when designing experiences using a "Lens of Transformation."
The document discusses various aspects of game jams and game development. In 3 sentences:
Game jams bring together educators, students, and industry professionals to rapidly prototype games under tight constraints like short time limits. This iterative process simulates real-world game development and teaches important lessons about teamwork, communication, scoping projects, and embracing failures. Several games from past jams have been successful and signed publishing deals, demonstrating how jams can be an educational activity and potential pathway to the game industry for participants.
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
Downtown, A Subway Adventure: Using Learning Analytics to Improve the Develop...Ana Rus Cano Moreno
In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users
The document summarizes Pablo Moreno-Ger's presentation on adding accessibility features to educational games. It discusses how game development platforms can include built-in accessibility to reduce costs and efforts needed. A study evaluated games developed using an authoring tool called eAdventure that supported profiles for blindness and reduced mobility. Users with disabilities found the games engaging with average positive ratings for usability and accessibility. The results suggest that game development software can automatically include accessibility features to some degree, and significantly reduce the time, effort and costs required.
This document summarizes a meetup event about gameful interaction design and games user research. The event featured a presentation by Dr. Lennart Nacke on his work studying gamification and games user experience. He discussed models of player experience, examples of gamifying non-game applications, and research methods used to study player behavior and evaluate user experience, such as observation, physiological sensors, and biometric storyboards. The presentation aimed to demonstrate how understanding user experience through research can lead to more engaging game and gamified design.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
This document discusses using board games to study user experience design (UXD) principles from a non-digital perspective. It begins by introducing the author and their background in game design. It then defines what a board game is and provides examples of popular modern board games. The document explains that board games are manually operated, physical experiences that can involve complexity and subjective interactions between players. It suggests UXD principles like visual design, information architecture, and interaction design could improve board game design by immersing players in the atmosphere and aiding the learning process. In conclusion, it states that board games have evolved as a communication medium that could further benefit from UXD to better deliver their messages to audiences.
This document discusses using games to address wicked problems. It defines wicked problems as difficult to solve due to ambiguous, changing conditions with diverse perspectives. Examples include climate change and social injustice. Games can help by stimulating problem solving, strategy, and collaboration. The document outlines designing games through defining the problem, identifying genres, exploring mechanics and story, integrating elements, and evaluating outcomes. It provides examples of game genres, components, and tactics like social media that could engage global participation in crowdsourcing solutions. The goal is designing games that address problems in novel ways through trial and error.
The document describes research into using a serious play board game technique to explore user experience challenges in the Internet of Things domain. Groups were provided contextual elements and asked to take on character roles to collaboratively generate scenarios. Feedback indicates the technique elicited experiences and ideas effectively but context elements may need gradual introduction. Differences were found between professional and end user perspectives, and the technique has potential for use across the design process.
The document introduces the role of a game designer, outlining their main responsibilities which include writing design documents, testing games, and setting game parameters. It describes that game designers spend half their time writing design documents to communicate the game concept to the development team. An effective game designer is good at writing, organizing, and conceptualizing with skills in relevant tools. They also require knowledge of the game industry and complementary fields. The document then discusses the game design process from pre-production through to release.
The document introduces the role of a game designer, outlining their main responsibilities which include writing design documents, testing games, and setting game parameters. It describes that game designers conceptualize game ideas, communicate them to development teams through documentation, and ensure the final game matches the intended design. The document also provides an overview of the game development process and where game design fits within a project's pre-production, production, and post-release phases.
Kodu Together: Video Game Programming & PublishingNick Tanzi
Imagine the possibilities when you combine coding with video game design. Kodu is free software featuring a visual programming language appropriate for both young children and young adults. It can be used to create video games and to publish them online. Take a tour of the software, learn how to get started, and examine best practices. Discover flexible options for introducing a wide range of ages to coding and video game design.
This document describes a mobile storytelling platform called Best Scene in Town (BSiT) that allows users to easily create and share location-based interactive mobile experiences without programming. It provides an overview of the key features and capabilities of the platform, including visual editing tools, publishing and sharing scenes, playing scenes on mobile devices, and the company's roadmap. It also describes a design challenge called BSiT @ PICNIC that will have international student teams using the platform to create an experience for the PICNIC festival in Amsterdam.
This document proposes a new methodology for developing educational games based on interactive screenplays. The methodology involves pre-production phases such as designing educational challenges and the game type. It then involves designing chapters and scenes with descriptions of scenarios, characters, dialogues, and play challenges. Educational challenges and emotions are identified and labeled. The methodology also considers designing for adaptation and collaboration.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
The document discusses assessing computational thinking (CT). It defines CT as using skills like abstraction, decomposition, algorithm design, and generalization to solve problems. CT is important for 21st century skills and jobs. The document outlines how CT can be assessed through coding tasks, problem formulation depth, and system design precision and efficiency. It notes that while CT uses computing, it can be done without computers. Overall, the document argues that CT fosters systematic thinking and is an important skill that can be taught and assessed.
The document discusses various aspects of game jams and game development. In 3 sentences:
Game jams bring together educators, students, and industry professionals to rapidly prototype games under tight constraints like short time limits. This iterative process simulates real-world game development and teaches important lessons about teamwork, communication, scoping projects, and embracing failures. Several games from past jams have been successful and signed publishing deals, demonstrating how jams can be an educational activity and potential pathway to the game industry for participants.
Talk given May 11, 2012 at Enriching Scholarship 2012, University of Michigan.
This session will focus on leveraging social media and online gaming to attract more women and other underrepresented groups to engineering professions. The slides contains examples from a Facebook game underdevelopment to illustrate how engineering educators can expose new audiences of potential students to professional engineering skills like leadership, teamwork, and project management.
Downtown, A Subway Adventure: Using Learning Analytics to Improve the Develop...Ana Rus Cano Moreno
In this paper we analyze the process of designing and developing a Serious Game intended to train people with intellectual disabilities in moving around a city using the public transportation system. The first step in our investigation is to understand the cognitive, psychological and motor abilities of our users and their specific needs. Secondly, we translated the characteristics of the players into user requirements, with adapted mechanics to improve the understanding and to increase the probability for the user to be able to carry out the tasks to perform in the video game. Finally, due to the specific characteristics of our final users a Learning Analytics module has been included in the game to collect relevant information about how users are actually playing and to infer how the learning process of every user is occurring. We also discuss the next steps in our research and the future work related with it: design a range of experimental tests to verify the adequacy of the video game as a learning tool for this type of users
The document summarizes Pablo Moreno-Ger's presentation on adding accessibility features to educational games. It discusses how game development platforms can include built-in accessibility to reduce costs and efforts needed. A study evaluated games developed using an authoring tool called eAdventure that supported profiles for blindness and reduced mobility. Users with disabilities found the games engaging with average positive ratings for usability and accessibility. The results suggest that game development software can automatically include accessibility features to some degree, and significantly reduce the time, effort and costs required.
This document summarizes a meetup event about gameful interaction design and games user research. The event featured a presentation by Dr. Lennart Nacke on his work studying gamification and games user experience. He discussed models of player experience, examples of gamifying non-game applications, and research methods used to study player behavior and evaluate user experience, such as observation, physiological sensors, and biometric storyboards. The presentation aimed to demonstrate how understanding user experience through research can lead to more engaging game and gamified design.
Special Event Meetup on Gamification
Agenda:
5:45 - 6:00: Welcome & Networking
6:00 - 6:15: News and Introduction
6:15 – 7:15: Studies in Gameful Interaction Design and Games User Research + Q&A
7:15 - 7:30: Networking
This document discusses using board games to study user experience design (UXD) principles from a non-digital perspective. It begins by introducing the author and their background in game design. It then defines what a board game is and provides examples of popular modern board games. The document explains that board games are manually operated, physical experiences that can involve complexity and subjective interactions between players. It suggests UXD principles like visual design, information architecture, and interaction design could improve board game design by immersing players in the atmosphere and aiding the learning process. In conclusion, it states that board games have evolved as a communication medium that could further benefit from UXD to better deliver their messages to audiences.
This document discusses using games to address wicked problems. It defines wicked problems as difficult to solve due to ambiguous, changing conditions with diverse perspectives. Examples include climate change and social injustice. Games can help by stimulating problem solving, strategy, and collaboration. The document outlines designing games through defining the problem, identifying genres, exploring mechanics and story, integrating elements, and evaluating outcomes. It provides examples of game genres, components, and tactics like social media that could engage global participation in crowdsourcing solutions. The goal is designing games that address problems in novel ways through trial and error.
The document describes research into using a serious play board game technique to explore user experience challenges in the Internet of Things domain. Groups were provided contextual elements and asked to take on character roles to collaboratively generate scenarios. Feedback indicates the technique elicited experiences and ideas effectively but context elements may need gradual introduction. Differences were found between professional and end user perspectives, and the technique has potential for use across the design process.
The document introduces the role of a game designer, outlining their main responsibilities which include writing design documents, testing games, and setting game parameters. It describes that game designers spend half their time writing design documents to communicate the game concept to the development team. An effective game designer is good at writing, organizing, and conceptualizing with skills in relevant tools. They also require knowledge of the game industry and complementary fields. The document then discusses the game design process from pre-production through to release.
The document introduces the role of a game designer, outlining their main responsibilities which include writing design documents, testing games, and setting game parameters. It describes that game designers conceptualize game ideas, communicate them to development teams through documentation, and ensure the final game matches the intended design. The document also provides an overview of the game development process and where game design fits within a project's pre-production, production, and post-release phases.
Kodu Together: Video Game Programming & PublishingNick Tanzi
Imagine the possibilities when you combine coding with video game design. Kodu is free software featuring a visual programming language appropriate for both young children and young adults. It can be used to create video games and to publish them online. Take a tour of the software, learn how to get started, and examine best practices. Discover flexible options for introducing a wide range of ages to coding and video game design.
This document describes a mobile storytelling platform called Best Scene in Town (BSiT) that allows users to easily create and share location-based interactive mobile experiences without programming. It provides an overview of the key features and capabilities of the platform, including visual editing tools, publishing and sharing scenes, playing scenes on mobile devices, and the company's roadmap. It also describes a design challenge called BSiT @ PICNIC that will have international student teams using the platform to create an experience for the PICNIC festival in Amsterdam.
This document proposes a new methodology for developing educational games based on interactive screenplays. The methodology involves pre-production phases such as designing educational challenges and the game type. It then involves designing chapters and scenes with descriptions of scenarios, characters, dialogues, and play challenges. Educational challenges and emotions are identified and labeled. The methodology also considers designing for adaptation and collaboration.
COMP 4026 - Lecture 1. An introduction to HCI and Interaction Design. Taught by Mark Billinghurst at the University of South Australia on July 24th 2018.
The document discusses assessing computational thinking (CT). It defines CT as using skills like abstraction, decomposition, algorithm design, and generalization to solve problems. CT is important for 21st century skills and jobs. The document outlines how CT can be assessed through coding tasks, problem formulation depth, and system design precision and efficiency. It notes that while CT uses computing, it can be done without computers. Overall, the document argues that CT fosters systematic thinking and is an important skill that can be taught and assessed.
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
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
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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
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
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