skip to main content
10.1145/3130859.3131444acmconferencesArticle/Chapter ViewAbstractPublication Pageschi-playConference Proceedingsconference-collections
abstract

Arguing on the Holodeck.: Designing Immersive Interactive Entertainment with Persuasive Intent

Authors Info & Claims
Published:15 October 2017Publication History

ABSTRACT

Games are designed with different objectives in mind. Some primarily for entertainment, others also to educate, motivate or persuade its players. Games with the latter objective, that of persuasion, are designed not only to be entertaining, but also with the intent to shape how players think and feel about issues in reality. However, despite the growing interest in persuasive games, we still lack the design insights and strategies that support their production, particularly for those using immersive technologies. To address this gap, we organize a hands-on workshop and bring together academic and industry experts to explore persuasive game design. Through making we generate knowledge in the form of insights and examplar work, and subsequently formulate best-practises and design strategies for future design and research.

References

  1. 11 bit studios. 2015. http://www.11bitstudios.comGoogle ScholarGoogle Scholar
  2. S. J. Ahn, J. Bailenson, C. I. Nass, B. Reeves, S. C. Wheeler, and Stanford University Department of Communication. 2011. Embodied Experiences in Immersive Virtual Environments: Effects on Proenvironmental Attitude and Behavior. Stanford University.Google ScholarGoogle Scholar
  3. Jonathan Belman and Mary Flanagan. 2010. Designing games to foster empathy. International Journal of Cognitive Technology 15, 1: 11.Google ScholarGoogle Scholar
  4. Ian Bogost. 2007. Persuasive games: The expressive power of videogames. MIT Press.Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Liz Owens Boltz, Danah Henriksen, and Punya Mishra. 2015. Rethinking Technology & Creativity in the 21st Century: Empathy through Gaming-Perspective Taking in a Complex World. TechTrends 59, 6: 3.Google ScholarGoogle ScholarCross RefCross Ref
  6. Jordan M. Carpenter and Melanie C. Green. 2012. Flying with Icarus: narrative transportation and the persuasiveness of entertainment. Psychology of entertainment media, 2nd edn. Routledge, Florence: 169--194.Google ScholarGoogle Scholar
  7. Luca Chittaro and Nicola Zangrando. 2010. The Persuasive Power of Virtual Reality: Effects of Simulated Human Distress on Attitudes towards Fire Safety. In Persuasive Technology (Lecture Notes in Computer Science), 58--69.Google ScholarGoogle Scholar
  8. Emblematic Group. 2013. Project Syria. http://www.immersivejournalism.com/projectsyria-premieres-at-the-world-economic-forumGoogle ScholarGoogle Scholar
  9. Ali Eslami. 2016. DeathTolls Experience.Google ScholarGoogle Scholar
  10. John Ferrara. 2013. Games for Persuasion: Argumentation, Procedurality, and the Lie of Gamification. Games and Culture 8, 4: 289--304. Google ScholarGoogle ScholarCross RefCross Ref
  11. FourceLabs | Pioneers of Play. http://www.fourcelabs.comGoogle ScholarGoogle Scholar
  12. D. Grigorovici. 2003. Persuasive Effects of Presence in Immersive Virtual Environments. In G. Riva, F. Davide, & W. IJsselsteijn (Eds.), Being there: Concepts, effects and measurement of presence in synthetic environments.Google ScholarGoogle Scholar
  13. Astrid Klein and Mark Dytham. PechaKucha 20x20. http://www.pechakucha.orgGoogle ScholarGoogle Scholar
  14. Martijn J. L. Kors, Gabriele Ferri, Erik D. van der Spek, Cas Ketel, and Ben A. M. Schouten. 2016. A Breathtaking Journey. On the Design of an Empathy-Arousing Mixed-Reality Game. In Proceedings of the 2016 Annual Symposium on Computer-Human Interaction in Play, 91--104. Google ScholarGoogle ScholarDigital LibraryDigital Library
  15. Martijn Kors, Erik van der Spek, and B. A. Schouten. 2015. Foundation for the Persuasive Gameplay Experience. In Proceedings of the 10th Foundations of Digital Games conference.Google ScholarGoogle Scholar
  16. Gregory Maio and Geoffrey Haddock. 2009. The psychology of attitudes and attitude change. Sage.Google ScholarGoogle Scholar
  17. Chris Milk. 2015. How virtual reality can create the ultimate empathy machine. TED.Google ScholarGoogle Scholar
  18. Janet Horowitz Murray. 1997. Hamlet on the holodeck: The future of narrative in cyberspace. Simon and Schuster.Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Wei Peng, Mira Lee, and Carrie Heeter. 2010. The Effects of a Serious Game on Role-Taking and Willingness to Help. The Journal of communication 60, 4: 723--742. Google ScholarGoogle ScholarCross RefCross Ref
  20. Susana Ruiz, Ashley York, Mike Stein, Noah Keating, and Kellee Santiago. 2006. Darfur is dying.Google ScholarGoogle Scholar
  21. Dennis Schleicher, Peter Jones, and Oksana Kachur. 2010. Bodystorming As Embodied Designing. Interactions 17, 6: 47--51. Google ScholarGoogle ScholarDigital LibraryDigital Library
  22. Mary Lou Shelton and Ronald W. Rogers. 1981. Fear-Arousing and Empathy-Arousing Appeals to Help: The Pathos of Persuasion. Journal of applied social psychology 11, 4: 366--378. Google ScholarGoogle ScholarCross RefCross Ref
  23. Kristian T. Simsarian. 2003. Take It to the Next Stage: The Roles of Role Playing in the Design Process. In CHI '03 Extended Abstracts on Human Factors in Computing Systems (CHI EA '03), 1012-- 1013.Google ScholarGoogle ScholarDigital LibraryDigital Library
  24. Sharon T. Steinemann, Elisa D. Mekler, and Klaus Opwis. 2015. Increasing Donating Behavior Through a Game for Change: The Role of Interactivity and Appreciation. In Proceedings of the 2015 Annual Symposium on Computer-Human Interaction in Play (CHI PLAY '15), 319--329.Google ScholarGoogle ScholarDigital LibraryDigital Library
  25. Ludomotion. http://www.ludomotion.comGoogle ScholarGoogle Scholar

Index Terms

  1. Arguing on the Holodeck.: Designing Immersive Interactive Entertainment with Persuasive Intent

        Recommendations

        Comments

        Login options

        Check if you have access through your login credentials or your institution to get full access on this article.

        Sign in
        • Published in

          cover image ACM Conferences
          CHI PLAY '17 Extended Abstracts: Extended Abstracts Publication of the Annual Symposium on Computer-Human Interaction in Play
          October 2017
          700 pages
          ISBN:9781450351119
          DOI:10.1145/3130859

          Copyright © 2017 Owner/Author

          Permission to make digital or hard copies of part or all of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for third-party components of this work must be honored. For all other uses, contact the Owner/Author.

          Publisher

          Association for Computing Machinery

          New York, NY, United States

          Publication History

          • Published: 15 October 2017

          Check for updates

          Qualifiers

          • abstract

          Acceptance Rates

          CHI PLAY '17 Extended Abstracts Paper Acceptance Rate46of178submissions,26%Overall Acceptance Rate421of1,386submissions,30%

        PDF Format

        View or Download as a PDF file.

        PDF

        eReader

        View online with eReader.

        eReader