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.
DOCUMENT
Dit onderzoeksrapport past in een nieuwe ontwikkeling in de gezondheidscommunicatie, waarbij medische wenselijkheden (hier: afvallen) worden verbonden met sociale omstandigheden. Het laatste betekent twee dingen. Ten eerste accepteren we hiermee dat veel mensen zelf niet actief op zoek gaan naar, en vaak ook niet zitten te wachten op, gezondheidsinformatie. De boodschap moet dus in een aantrekkelijke vorm en op een toegankelijke manier naar hen toe gebracht worden, waardoor deze toch (eventueel terloops) wordt meegenomen. Ten tweede accepteren we ook dat, in tegenstelling tot wat vaak wordt verondersteld, veel mensen niet leren en veranderen door een toename in kennis van het gezondheidskundige probleem en het gewenste gedrag. Een dergelijke leerroute is wel mogelijk, maar het alternatief gaat veeleer uit van de alledaagse praktijk, waarin mensen (soms) proberen gezonder te leven, in een bepaalde sociale omgeving, in relatie met anderen, waarin heel diverse zaken meespelen en motieven voor gezond gedrag botsen met verschillende concurrerende motieven (zoals bijvoorbeeld gemak, gewoonte, en geld). Hoe je in zo'n context dan van a naar b moet, hoe je je leven dan anders moet inrichten, dat is de inzet van die alternatieve leerroute. Een van de meest opvallende varianten van dit nieuwe denken is de Entertainment-Education (E&E) Strategy, waarbij educatieve boodschappen worden verweven met amusement. Dat is in Nederland geprobeerd in de TV-serie 'Voor dik & dun'. Deze serie is volgens de E&E formule ontwikkeld. De vraag was of dit werkt (zowel in de praktijk als met betrekking tot het effect). Om die vraag te beantwoorden hebben we - en dit wordt nog weinig gedaan - een opzet gekozen waarin meerdere perspectieven zijn geïntegreerd: het perspectief van de programmamakers, dat van gezondheidsprofessionals en (uiteraard) dat van de kijkers zelf. Bij de laatsten hebben we zowel een kwalitatieve als kwantitatieve onderzoekslijn gevolgd.
DOCUMENT
Final report for the AR in Staged Entertainment project funding partner.
DOCUMENT
The interplay between sound and vision is a key determinant of human perception. With the development of Virtual Reality (VR) technologies and their commercial applications, there is emergent need to better understand how audio-visual signals manipulated in virtual environments influence perception and human behaviour. The current study addresses this challenge in simulated VR environments mirroring real life scenarios. In particular, we investigated the parameters that might enhance perception, and thus VR experiences when sound and vision are manipulated. A VR museum was created mimicking a real art gallery featuring Japanese paintings. Participants were exposed to the gallery via Samsung Gear VR, head mounted display, and could freely walk in. To half of the participants newly composed music clips were played, during the VR gallery visit. The other participants were exposed to the same environment, but no music was played (control condition). The results showed that music played altered the way people are engaged in, perceive and experience the VR art gallery. Opposite to our expectation, the VR experience was liked more when no music was played. The naturalness and presence were perceived to be relatively high, and did not differ significantly depending on whether music was played or not. Regression modelling further explored the relationship between the parameters hypothesised to influence the VR experiences. The findings are summarised in a theoretical model. The study outcomes could be implemented to successfully develop efficient VR applications for art and entertainment.
DOCUMENT
Previous research suggests that narrative engagement (NE) in entertainment-education (E-E) narratives reduces counterarguing, thereby leading to E-E impact on behavior. It is, however, unclear how different NE processes (narrative understanding, attentional focus, emotional engagement, narrative presence) relate to different thought types (negative or positive; about the narrative form or about the target behavior) and to E-E impact. This study explores these relations in the context of alcohol binge drinking (BD). Participants (N = 172) watched an E-E narrative showing negative BD consequences, thereby aiming to discourage BD. The main findings were that the E-E narrative had a positive impact on discouraging BD on almost all assessed BD determinants such as beliefs and attitude. It was shown that attentional focus, emotional engagement, and narrative presence were associated with BD-discouraging impact, albeit on different BD-related determinants. No evidence was found that negative thoughts about BD mediated these associations. From this, we conclude that attentional focus, emotional engagement, and narrative presence were important for E-E impact but that negative thoughts about BD did not play a role therein. The study’s empirical and practical implications are discussed.
MULTIFILE
In this session, a buzzword bingo was built collaboratively with representatives of the themed entertainment industry.
DOCUMENT