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Games and persuasion: changing people’s behaviour for good?
1. Games and persuasion:
changing people’s
behaviour for good?
Vanissa Wanick
v.w.vieira@soton.ac.uk
Seminar – Contemporary Issues in Games
2017
2. Hello!
I’m Vanissa Wanick and I’m
a designer and researcher
from Brazil, Rio de
Janeiro.
WSA PhD student
#gamesUR enthusiast <3
UI/UX designer (lots of UI
work!)
Research interests:
collective intelligence in
games, critical games,
persuasive games, cross-
cultural studies and
sustainability
www.vanissawanick.com
Love Zelda games <3
3. 2006 2009 2013 2017
BA Graphic Design MBA Business Marketing PhD games at WSA
4. Agenda and Topics
10:00h -10:15h Why games for behaviour
change?
10:15h -10:45h Advergames, anti-advergames,
politics, and sustainability
10:45h -11:00h The role of culture
11:00h-11:20h What is good game UI?
11:20h-11:25h Using game UI to design
relevant experiences
5. Let’s watch a video
http://www.theinvisiblegorilla.com/videos.html
https://youtu.be/IGQmdoK_ZfY
https://www.youtube.com/watch?v=z-Dg-
06nrnc
6. “
We're not as rational as we
would like to think.
https://www.forestry.gov.uk/pdf/behaviour_review_theory.
pdf/$FILE/behaviour_review_theory.pdf
https://www.theguardian.com/sustainable-
business/behavioural-insights/behaviour-change-
sustainability-debate
7. Changing world
• Politics
• Environment /
consumer
behaviour
• Health, well-
being
• Water
• Education
• Peace and all
the SDGs…
8.
9. Why games and behaviour?
Stopping smoking, adopting a healthy
diet and being more physically active…
https://www.ted.com/talks/jane_mcgonigal_gaming_can_make_a_b
etter_world
Epic wins!
10. What are persuasive games?
• Persuasive
games vs.
persuasive
technologies
• Games =
communication
tools – it is
about
arguments
http://persuasivegames.com/games/
https://www.nice.org.uk/guidance/ph6
13. This is just one example, the research is
not focused on “Fanta” (brand)
https://play.google.com/store/apps/details?id=air.br.com.sioux.fantacomicbookmobile&hl=en
Advergames and consumer
behaviour
19. What are the main challenges?
• Choice or exploitationware?
• Norms and rules
• Attitude-behaviour gap
(cognitive dissonance)
• Values
• Design!!
http://www.gamasutra.com/view/feature/134735/persuasive_games_exploitationwar
e.php
22. “
“digital games—like other technologies and
like social practices, systems, and
institutions—have values embedded in them” –
Flanagan & Nissanbaum, 2014
23. “
“Values are properties of things and states
of affairs that we care about and strive to
attain. They are similar to goals, purposes,
and ends, but usually they possess a higher
degree of gravitas and permanence, and they
tend to be more abstract and general” –
Flanagan & Nissanbaum, 2014
24. Value sensitive design
• Deals with the moral
perspective (e.g., privacy,
security, trust, human dignity,
physical and psychological
wellbeing)
• Conventions, personal
preferences, usability
http://www.vsdesign.org/
25. “
“the meaning of a game, of any game, lies in
its rules, as presented to players who
experience them by means of simulation fever;
that is, completing the meaning of the game
communicated through rules using their player
repertoire (Juul, 2005)” - Miguel Sicart, 2011
http://gamestudies.org/1103/articles/sicart_a
p
26. How to incorporate value?
• You could make things relevant
• Respect player’s values
• Think about a value-centred
approach
27. Let’s watch a video
https://www.youtube.com/watch?v=78rPt0RsosQ&index=9&list=F
LB3TE4oZb0GDLv7I0JpcSCw
Around the 6min
28. “
“Designers’ intentions matter but are not
fully determinative; unintended values may
be served in spite of these intentions, and
intended values may fall flat.” – Flanagan &
Nissanbaum, 2014
35. What about culture and games?
• Localisation
• Adaptation
• Significance
• Relevance
• Meaning
Reference: Khaled et al. (2009)
36. Game generates meaning
1. Narrative premise and goals
2. Characters
3. Actions in game
4. Player choice
5. Rules for interaction with other players and
nonplayable characters
6. Rules for interaction with the environment
7. Point of view
8. Hardware
9. Interface
10. Game engine and software
11. Context of play
12. Rewards
13. Strategies
14. Game maps
15. Aesthetics
Flanagan & Nissanbaum, 2014
39. One way is through game UI
• UI = User interface
• The “Interface” mediates
players’ interactions with the
game (Flanagan & Nissanbaum,
2014)
https://gamedevelopment.tutsplus.com/tutorials/game-ui-by-
example-a-crash-course-in-the-good-and-the-bad--gamedev-3943
41. “
“A good UI tells you what you need to know,
and then gets out of the way.”
https://gamedevelopment.tutsplus.com/tutorials/game-ui-by-
example-a-crash-course-in-the-good-and-the-bad--gamedev-3943
42. What is good UI?
• Heuristics
• Research
• Visuals
https://www.youtube.com/watch?v=K2w6EEv
B6o4
https://www.youtube.com/watch?v=rNEw_bK
RJKw
43.
44. One strategy for games UI:
Semiotics
• Study of signs and symbols
• Iconic references (representation of the
product)
• Indicial references (associations)
• Symbolic references (the actual graphic)
45.
46. Discussion
• Can we design games for “good”
behaviour?
• Do you think it is useful?
• What is the role of the game
designer in this context?
47. Understanding
• Cultural Nuances
– National Cultural Dimensions
– Cultural Appropriateness
• Addressing Design
• Language
– Language impact on Layout
– Translation options
• Technical Issues
• Individual Needs
http://localisation.atbar.or
g/
50. References
• Bernal-Merino, M. Á. (2011). A brief history
of game localisation. Trans, (15), 11-17.
• Walz, S. P., & Deterding, S. (2015). The
Gameful World: Approaches, Issues,
Applications. Mit Press.
• Juul, J., & Revolution, A. C. (2009).
Reinventing Video Games and Their Players.
• McGonigal, J. (2011). Reality is broken: Why
games make us better and how they can change
the world. Penguin.
• Bogost, I. (2007). Persuasive games: The
expressive power of videogames. Mit Press.
51. • Furstenberg et al., (2001). Giving a virtual voice to the silent language of
culture: The CULTURA project http://llt.msu.edu/vol5num1/furstenberg
• LeDoux, J. (2002). Synaptic self: How our brains become who we are. New York:
Penguin.
• Thorne, S.L., (2003a). Artefacts and cultures-of-use in intercultural
communication http://llt.msu.edu/vol7num2/thorne
• Crystal, D. (2001) Language and the Internet (Cambridge: Cambridge University
Press)
• O’Dowd, R. (2001) In search of a truly global network:
hhtp://callej.org/journal/3-1/o_dowd.html
• Marcoccia, M. (2012) The internet, intercultural communication and cultural
variation. Language and Intercultural Communication, 12:4, 353-36
http://dx.doi.org/10.1080/14708477.2012.722101
• Ersoz, S. (2009) Cultures in Cyberspace: Interpersonal communication in a
computer-mediated environment
http://maltepe.academia.edu/SelvaEesoz/Papers/563123/Cultures_in_cyberspace_in
terpersonal_communication_in_a_computer-mediated_Envrionment
• Würtz, E. (2005). A cross-cultural analysis of websites from high-context
cultures and low-context cultures. Journal of Computer-Mediated Communication,
11(1), article 13.http://jcmc.indiana.edu/vol11/issue1/wuertz.html
• Usunier, J. C. (2000). International marketing. A Cultural Approach, New York.
• Marcus, A., & Gould, E. W. (2000). Crosscurrents: cultural dimensions and
global Web user-interface design. interactions, 7(4), 32-46.
References
52. V. W. V. thanks the program Science Without Borders, managed by
Coordenação de Aperfeiçoamento de Pessoal de Nível Superior (CAPES),
Brazil, for grants provided for this research
Thank you!
Vanissa Wanick
Interaction designer and researcher
PhD candidate in Design
WSA – University of Southampton
v.w.vieira@soton.ac.uk
vanissawanick.com/research
Ashok Ranchhod, Gary Wills
a.ranchhod@soton.ac.uk, gbw@soton.ac.uk
http://www.thegamesdesignhub/
The latter has intended outcomes – games communicate a message, they can communicate a message
First I will start by giving some examples of advergames, as you can see in the slide.
If you play games, you might have played one of them.
As you might know, developments in the games industry and games studies have opened games research as to behaviour change.
In other words, games can influence people’s behaviour and they are natural engaging tools.
And, as we know, the games industry is growing.
The utilisation of games by marketers and advertisers is a way to promote products and brands, building new and stronger relationships with consumers.
Advergames are games created to function as advertisements in order to promote brands, services or one idea. The game itself is built around a persuasive message, which could influence consumer’s attitudes, purchase intentions and brand engagement.
value denotes the degree of importance of some thing or action, with the aim of determining what actions are best to do or what way is best to live (normative ethics), or to describe the significance of different actions (axiology).
Things that we are about
Value sensitive design (VSD) is a theoretically grounded approach to the design of technology that accounts for human values in a principled and comprehensive manner
Value Sensitive Design also accounts for usability (e.g., ease of use), conventions (e.g., standardization of technical protocols), and personal predilections (e.g., color preferences within a graphical interface).
Thank you very much
if you want to follow this research updates, please enter into the website
And if you’re interested in research in games or collaborating with us, we have the Games Design Hub, composed by researchers in games and different companies. I will be happy to talk more about it during the event as well.
Thank you very much for this opportunity