U n d e r s t a n d i n g a n d C h a n g i n g B e h a v i o r serious gaming for Behavior Change: the state of Play S erious gaming is often described as the use of digital gaming technology to address a specific set of learning objectives or behavioral goals. Such games seek to build on the increasingly pervasive role games play as an entertainment medium, providing an engaging and entertaining way of communicating educational content along with efficient behavior analysis. As Richard Lingard once said, "If you would read a man's Disposition, see him Game; you will then learn more of him in one hour, than in seven Years [of] Conversation." 1 In this sense, serious games hold great promise for behavior analysis of human players. Moreover, they can encourage positive behavior change in a playful and pleasant way-something games have sought to achieve in a variety of ways. Common is the central role the game plays as either a medium for conveying educational messages or for encouraging certain activities through game-based elements, such as competition or rewards. However, a significant challenge has been getting the players to apply the changed behavior in the real world. Pervasive computing can help overcome this gap, letting players at times learn the behavior in the environment in which it must be applied.Furthermore, although serious games show great application potential for individuals on the autistic spectrum or for other target groups that experience difficulties in human-to-human communication, current games for behavior change rarely address human-to-human interaction. This would require a holistic approach that takes into account behavioral cues from multisensory input-possibly including speech, video (facial expressions and gestures), and physiological sensors.In this light, we first examine the state of play in serious games, focusing on affective analysis-that is, the recognition and analysis of players' emotions. We then present two exemplary case studies from the context of teaching appropriate behavior in human-to-human interaction and consider how to exploit mobile computing for automatic, multimodal analysis of human behavior.
Behavior analysis and FeedbackHere, we explore how knowledge transfer, gamification, and social learning can help induce behavioral change. Two unique traits of games make them particularly interesting as tools for analyzing and changing player behaviors. The first is their universal appeal and ability to reach certain demographics traditionally resistant to other forms of direct messaging or intervention, such as adolescents. The second
Serious gaming guides targeted behavior change to improve behaviors in everyday living. This survey of the field focuses on two case studiesone game aims to improve the social behavior of autistic children, and the other helps migrants interact with locals.