2014
DOI: 10.1007/978-981-4560-96-2_8
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Games for Change: Looking at Models of Persuasion Through the Lens of Design

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Cited by 24 publications
(24 citation statements)
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References 7 publications
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“…Antle et al have identified three models of persuasion that can be found in the design of games for change [15]. The first is called information deficit model and is based on directly delivering important information to the user that may change his/her attitude.…”
Section: Related Workmentioning
confidence: 99%
See 1 more Smart Citation
“…Antle et al have identified three models of persuasion that can be found in the design of games for change [15]. The first is called information deficit model and is based on directly delivering important information to the user that may change his/her attitude.…”
Section: Related Workmentioning
confidence: 99%
“…Finally, several influential projects and approaches in developing interactive installations and games also emerged from 'The Fun Theory' campaign, an initiative that aimed in exploring people's environmental behavior and persuade them to change by allowing them to experience the fun side of acting responsibly [15]. It focused in exploring three aspects of human behavior: environmental psychology, fun theory, operant conditioning.…”
Section: Related Workmentioning
confidence: 99%
“…Rather than telling visitors about culture values, our goal was to have visitors experience values through their interaction, adding cultural specificity to ideas from previous work that showed how enabling visitors to make their own interpretations about values through interaction had a greater impact than simply telling them about values [6]. Learning basic information about Musqueam culture through DG1-4 would provide context for visitors to experience values through interaction, similar to the prior lesson in [14].…”
Section: Design Goal 5 [Dg5]: Experience Cultural Valuesmentioning
confidence: 99%
“…This model originated in public workshops associated with environmental education and policy making [17]. Based on our work in [2], we summarize how the Emergent Dialogue model was translated into actionable design guidelines for digital games. We next describe Youtopia, a tangible, multi-touch tabletop sustainability game for elementary school-aged children, which we developed using these guidelines.…”
Section: Introductionmentioning
confidence: 99%
“…We delimit our work by focusing on two common models and a new model, called Emergent Dialogue, which we derived from environmental education and policy workshops [2]. The most common model for attitude and behavior change seen in G4C is the Information Deficit model, summarized in [10].…”
Section: Introductionmentioning
confidence: 99%