jazzpresentation
TRANSCRIPT
Michele Bianchi
Born 1986/04/29, Trento - ItalyHometown Trento
Degrees B.Sc. and M.Sc. in Computer Science - Universityof Trento
Teaching 2 years teaching assistant - ComputerArchitectures
Abroad Copenhagen, Budapest, IstanbulSkills C/C++, OpenGL, Game Design, Real Time
Operating Systems, Creative and TechnicalWriting
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Interests
• Videogames• Manga, Anime• Writing• Jazz, Rock, Electronic music• Walking, exploring
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Games for Behavioural Change
Videogames are pervasive in the population:
• 50% of the Europeans plays regularly videogames, with aneven distribution between sexes.
• The percentage rises to almost 75% of the people aged16-34
Videogames may have potential for behaviour changingtechnologies:
• Socially Pervasive• Long Term enjoyment
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Objective
Assess the impact that games can have on behaviour change.
Applied on walking for the first project, City Spirits, on takingpictures for the second, Magnum Opus
Theoretical ground:
• Persuasive technologies• Behaviour change• Game Design• Urbanism
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Persuasive Technologies
Fogg’s Behavioural Theory:
Three factors are needed at thesame time to activate abehaviour in a person:
• Motivation• Ability• Triggers
Ability
Easier to do
Mo
tiva
tio
n
Hig
her
mo
tiva
tio
n
ActivationThreshold
Triggers heresucceed in activating
a behaviour
It is not clear how this model can help changing a person’sbehaviour.
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Organismic Integration Theory (OIT)
Three motivationalstages:
• Amotivated• Extrinsic
Motivation• Intrinsic
Motivation
Amotivated Intrinsic Motivation
Extrinsic Motivation
Externalregulation
Introjection
Identification
Integration
Motivation Internalisation
In order for a person to gain a specificbehaviour she or he has to internalisethe motivation to do it.
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Integrated Behavioural Model (IBM)
The likelihood of a behaviour is heavily influenced by theintention to do it, based on three elements:
• Attitude in engaging in a behaviour• Perceived social norm• Personal agency
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IBM: requirements and evaluation
Requirements
Assessed using IBMelicitation interviews aimedat discovering outcomes,referents and environmentalfacilitators and barriers
Evaluation
Direct and indirectmeasurement of constructsusing Teory of PlannedBehaviour (TPB)questionnaires
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Ego DepletionWillpower is not an infinite resource and once it is depleted aperson cannot exert self-regulation
Self-restoration is facilitated by positive experiences
Games can help behaviour change thanks to their entertainingnature
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Theoretical Framework
Intention
Ego-Depletion
IntrinsicMotivation
ExtrinsicMotivation
Attitude
Experiential
Instrumental
PerceivedNormInjunctive
Norm
DescriptiveNorm
PerceivedControl
Self-efficacy
PersonalAgency
Behaviour
Knowledge and SkillsSalience
Environmental ConstraintsHabit
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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
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Pervasive game
Expand the magic circle.
It is not required for a game to be pervasive, to expand everyspace:
• Metal Gear Solid - Portable OPs (local)• Animal Crossing (time)• Dance Dance Revolution (social)
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Pervasive Games and the City
A pervasive game to help people move should take the city intoaccount in the design. Some examples are:
• City map• City as a practical experience• Urban layout• City culture• City events and flux
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City SpiritsUnderstanding intention determinants
• Open-ended elicitation interviews (following IBMconstructs)
• 12 participants: 6 males, 6 females, age 26-46• Interviews transcribed and thematically analised• Codes extracted placed in IBM constructs
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Interview Results
• Experiential attitude and normative influence have almostno 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 mostfrequent facilitators
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Participatory game ideas
• Two Brainstormingsessions to generate moregameplay ideas
• Use of Code Cardsdesigned to presentelicitation results
If you walk not forwalking then going
out is easier
Walk to the supermarketWalking not as a workout
If the place whereyou walk is nice
then you arehappier
to go walking
Flat tracksNice environments
Walking in shortintervals
(10 minutes at least)can help peoplein walking more
Walking togetherwith someonemakes walking
easier
Walking alonegives you timeto be alone
Having more freetime helps peoplein walking more
Walking is easier ifyou are already
out of home
A bad place towalk into makeswalking harder
Bad, ugly neighbourhoodToo many vehicles
Bad weather canbe an obstacle
to walking
Both rain or hot weathermake you want to stay at home
Example of Code Cards
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Brainstorming Results• Use minigames to fight
enemies• Leave persistant
messages in AR space• Use comparative data
to inform the gamer
• Show players and NPCproximity through AR
• Zone exploration opensup new quests
• Guilds, playersassociations
• Writing a story thatappeals both sexes
• Use real elements intoquests
• Greater in-game effectsduring the first 30minutes of walking
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Game Jams
• Focused workshop• Aims at creating a game in two days• Participants receive a theme and then propose game ideas
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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
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DAT Game Jam - Results
Ubiquitous tower defense
• Players have to movefast
• Aligned to streets• Designed to gradually
train players
Location-based investigationgame
• Investigation makesuse of the city
• Engages the playerswith a story
• Episodic story
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Proposed Game mechanics
Story-Driven Role-Playing Game (RPG)
• Division of the urbantissue in in-game zones
• Time-based zonechange
• Weather influencedquests
• Zones change basedon answers by players
• No levelling up• Automatic in-game
party forming• Context-based quest
generation• No explicit behaviour
intervention
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OHR & Radiant2
• Tangible Game• Controller created with
low-cost componentsand materials
• Fully hand drawn• No explicit tutorial• Story-based mechanics• Game Designed in
parallel with thetangible controller
• Won Jury Prize atCHIPlay 2014 StudentGame DesignCompetition
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OHR & Radiant2 - Responsibilities
• Lead Game Designer• Level Designer• Narrative Designer• Technical Writer• Driver Developer
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Magnum Opus - GraphiTech• Game to push people
into taking pictures ofcities
• Taking pictures becomea secondary mechanic
• Uses narrative and F2Pmechanics
• Split cities into smallzones and pit playerson the control of zones
• Use picture density anddirection in order tospread out pictures inan even way
a
b
c
d
ID Counter
a 0
b 0
c 1
d 2
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OHR, City Spirits and Magnum Opus
The three games have required a different approach in theirdesign.This might lead to hints on how games are designed for apurely entertaining aim and how they are designed for aspecific, additional, purpose.
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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)
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