2013
Tanenbaum, Theresa Jean, Antle, Alissa N., Robinson, John
Three Perspectives on Behavior Change for Serious Games Proceedings Article
In: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 3389–3392, Association for Computing Machinery, Paris, France, 2013, ISBN: 9781450318990.
Abstract | Links | BibTeX | Tags: behavior change, emergent dialogue, futura, procedural rhetoric, serious games, sustainability
@inproceedings{10.1145/2470654.2466464,
title = {Three Perspectives on Behavior Change for Serious Games},
author = {Theresa Jean Tanenbaum and Alissa N. Antle and John Robinson},
url = {https://doi.org/10.1145/2470654.2466464},
doi = {10.1145/2470654.2466464},
isbn = {9781450318990},
year = {2013},
date = {2013-01-01},
urldate = {2013-01-01},
booktitle = {Proceedings of the SIGCHI Conference on Human Factors in Computing Systems},
pages = {3389–3392},
publisher = {Association for Computing Machinery},
address = {Paris, France},
series = {CHI '13},
abstract = {Research into the effects of serious games often engages with interdisciplinary models of how human behaviors are shaped and changed over time. To better understand these different perspectives we articulate three cognitive models of behavior change and consider the potential of these models to support a deeper understanding of behavior change in serious games. Two of these models -- Information Deficit and Procedural Rhetoric -- have already been employed in the design of serious games, while the third -- Emergent Dialogue -- is introduced from the field of Environmental Studies. We situate this discussion within a context of designing games for public engagement with issues of environmental sustainability.},
keywords = {behavior change, emergent dialogue, futura, procedural rhetoric, serious games, sustainability},
pubstate = {published},
tppubtype = {inproceedings}
}
Research into the effects of serious games often engages with interdisciplinary models of how human behaviors are shaped and changed over time. To better understand these different perspectives we articulate three cognitive models of behavior change and consider the potential of these models to support a deeper understanding of behavior change in serious games. Two of these models -- Information Deficit and Procedural Rhetoric -- have already been employed in the design of serious games, while the third -- Emergent Dialogue -- is introduced from the field of Environmental Studies. We situate this discussion within a context of designing games for public engagement with issues of environmental sustainability.