Proceedings of the 33rd Annual ACM Conference Extended Abstracts on Human Factors in Computing Systems 2015
DOI: 10.1145/2702613.2732514
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Games Against Health

Abstract: This paper announces the "Games Against Health" (GAH) research agenda, a criticism of, and response to, the cultural imperialism of the "Games for Health" paradigm. Committed to player-centric design ethics, GAH seeks to dismantle the "games for health" myth as neo-liberal elitist diktat. We acknowledge the values, tastes and pleasures of billions of game players worldwide. We argue that game designers should engage more efficiently in the disimprovement of player health and wellbeing in order to cater to thos… Show more

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Cited by 25 publications
(6 citation statements)
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“…Harry Brignull introduced Dark patterns when he cataloged, on darkpatterns.org, the different types of user interfaces that trick users into doing things that are not in the user's best interest [14]. Zagal et al, researched dark game design patterns, and these design patterns could be seen as questionable and unethical [62], e.g., Linehan et al developed dark design patterns for anti-health games [37]. The negative experiences for players are likely to happen without their consent and against their best interest.…”
Section: Dark Patterns and Gamificationmentioning
confidence: 99%
“…Harry Brignull introduced Dark patterns when he cataloged, on darkpatterns.org, the different types of user interfaces that trick users into doing things that are not in the user's best interest [14]. Zagal et al, researched dark game design patterns, and these design patterns could be seen as questionable and unethical [62], e.g., Linehan et al developed dark design patterns for anti-health games [37]. The negative experiences for players are likely to happen without their consent and against their best interest.…”
Section: Dark Patterns and Gamificationmentioning
confidence: 99%
“…Linehan et al's concept of "Games Against Health" [35] argues that the Games for Health movement goes against the ideas of user-centric design, in that large communities of users clearly enjoy behaviors such as playing sedentary video games and eating junk food, and that in aiming to discourage such behaviors, designers are deliberately going against what users actually want. Even if we do not accept their view that trying to encourage healthy behaviors is patronizing "cultural imperialism", we need to approach claims that HCI work is aimed at societal good in a critical manner.…”
Section: Hci Must Promote a Culture Of Respect For Other Fieldsmentioning
confidence: 99%
“…Dark patterns is when an intervention has an intended and negative outcome for users but a positive outcome for stakeholders (Brignull, 2013). Scholars have for example reported instances of dark patterns in game design causing negative experiences for players without their consent (Zagal et al, 2013;Linehan et al, 2015). An intervention can also have backfiring effects (Stibe and Cugelman, 2016;Nyström and Stibe, 2020) that occurs when the target audience adopts the opposite target behavior.…”
Section: Persuasive System Research and Usementioning
confidence: 99%