TY - GEN
T1 - Shaping Attitudes Across Realities. Exploring Strategies for the Design of Persuasive Virtual, Augmented and Mixed Reality Games
AU - Kors, Martijn J. L.
AU - Millenaar, Karel
AU - van der Spek, Erik D.
AU - Ferri, Gabriele
AU - Schouten, Ben A. M.
AU - Marsh, Tim
N1 - © IFIP International Federation for Information Processing 2017, corrected publication 2018.
PY - 2017
Y1 - 2017
N2 - Virtual, Augmented and Mixed Reality technologies are embraced by designers, scholars and charities alike, some primarily for their entertaining properties, others also for the opportunities in education, motivation or persuasion. Applications with the latter objective, that of persuasion, are designed not only to be entertaining, but are also designed (or framed) to shape how players think and feel about issues in reality. However, despite the growing interest in the persuasive opportunities of these immersive technologies, we still lack the design strategies and best-practices that could support in the design of these ‘immersive persuasive games’. To address this still-unexplored and fragmented design space, we organize a design-oriented workshop that brings together academia and industry. The workshop is informed by a Research through Design approach in which the primary focus is to generate knowledge through designing. Participants design and evaluate ideas on-the-spot in an iterative manner using low-fidelity, life-size, prototyping and role-playing techniques, thereby mimicking an embodied interactive immersive environment. By reflecting on design practices and player experiences, we construct a body of knowledge, built exemplar work and distil best-practices to formulate design strategies for the design of immersive persuasive games.
AB - Virtual, Augmented and Mixed Reality technologies are embraced by designers, scholars and charities alike, some primarily for their entertaining properties, others also for the opportunities in education, motivation or persuasion. Applications with the latter objective, that of persuasion, are designed not only to be entertaining, but are also designed (or framed) to shape how players think and feel about issues in reality. However, despite the growing interest in the persuasive opportunities of these immersive technologies, we still lack the design strategies and best-practices that could support in the design of these ‘immersive persuasive games’. To address this still-unexplored and fragmented design space, we organize a design-oriented workshop that brings together academia and industry. The workshop is informed by a Research through Design approach in which the primary focus is to generate knowledge through designing. Participants design and evaluate ideas on-the-spot in an iterative manner using low-fidelity, life-size, prototyping and role-playing techniques, thereby mimicking an embodied interactive immersive environment. By reflecting on design practices and player experiences, we construct a body of knowledge, built exemplar work and distil best-practices to formulate design strategies for the design of immersive persuasive games.
UR - http://www.scopus.com/inward/record.url?scp=85028967189&partnerID=8YFLogxK
U2 - 10.1007/978-3-319-66715-7_71
DO - 10.1007/978-3-319-66715-7_71
M3 - Conference contribution
AN - SCOPUS:85028967189
SN - 9783319667140
T3 - Lecture Notes in Computer Science (LNCS)
SP - 497
EP - 501
BT - Entertainment Computing – ICEC 2017
A2 - Munekata, Nagisa
A2 - Kunita, Itsuki
A2 - Hoshino, Junichi
PB - Springer
CY - Cham
T2 - 16th IFIP TC 14 International Conference on Entertainment Computing, ICEC 2017
Y2 - 18 September 2017 through 21 September 2017
ER -