Skip to main content

Lingering Serious Experience as Trigger to Raise Awareness, Encourage Reflection and Change Behavior

  • Conference paper
Persuasive Technology (PERSUASIVE 2013)

Part of the book series: Lecture Notes in Computer Science ((LNISA,volume 7822))

Included in the following conference series:

Abstract

While work in interaction design, human-computer interaction (HCI) and the games literature begins to address experience beyond positive, it just scratches the surface. By turning to drama, literature, music, art and film that has shaped experiences and emotion beyond the positive and fun for many years, we describe what experience beyond positive looks like, show how it is not always “uncomfortable” and argue for the more appropriate term “serious experience”. We discuss the importance of the take-away message / serious experience in persuasive technology, persuasive games and serious games to linger or resonate post-encounter for user/players to encourage reflection, affect attitudes and change behaviors in order to fulfill a persuasive purpose. Finally, we describe associated ethical concerns and make recommendations for designers, evaluators and practitioners in order to safeguard players/users.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 49.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. Apter, M.J.: Reversal Theory: Motivation, Emotion and Personality. Routledge, London (1989)

    Google Scholar 

  2. Arrasvuori, J., Boberg, M., Korhonen, H.: Understanding Playfulness - An Overview of the Revised Playful Experience (PLEX) Framework. In: Proc. of Design & Emotion 2010 Conference, Design and Emotion Society (2010)

    Google Scholar 

  3. Bartle, R.A.: Virtual Worlds: Why People Play. In: Alexander, T. (ed.) Massively Multiplayer Game Development 2 (Game Development). Charles River Media, Inc., Rockland (2005)

    Google Scholar 

  4. Benford, S., Greenhalgh, C., Giannachi, G., Walker, B., Marshall, J., Rodden, T.: Uncomfortable Interactions. In: ACM SIGCHI 2012 Conference on Human Factors in Computing Systems. ACM Press (2012)

    Google Scholar 

  5. Blythe, M.A., Overbeeke, K., Monk, A.F., Wright, P.C.: Funology: From Usability to Enjoyment, pp. 31–42. Kluwer Academic Publishers, Dordrecht (2003)

    Google Scholar 

  6. Boorstin, J.: Making Movies Work: Thinking Like a Filmmaker. Silman-James Press, Beverley Hills (1990)

    Google Scholar 

  7. Brathwaite, B.: Train: How I Dumped Electricity and Learned to Love Design. In: GDC 2010 (2010), http://www.gdcvault.com/play/1012259/Train-(28or-How-I-Dumped

    Google Scholar 

  8. Brathwaite, B.: The Mechanic is the Message, http://mechanicmessage.wordpress.com/

  9. Calleja, G.: Game Design Involvement A Conceptual Model. Games and Culture (2), 236–260 (2007)

    Google Scholar 

  10. Cockton, G.: Designing worth is worth designing. In: Proceedings of the 4th Nordic Conference on Human-Computer Interaction, NordicCHI 2006, pp. 165–174. ACM Press (2006)

    Google Scholar 

  11. Costello, B., Edmonds, E.: A Study in Play, Pleasure and Interaction Design. In: Designing Pleasurable Products and Interfaces, University of Art and Design Helsinki, pp. 76–91. ACM Press (2007)

    Google Scholar 

  12. Costello, B., Edmonds, E.: A tool for characterizing the experience of play. In: Proceedings of the Sixth Australasian Conference on Interactive Entertainment, Sydney, Australia, pp. 1–10. ACM Press (2007)

    Google Scholar 

  13. ESA. Entertainment Software Association, State of the Industry Report 2000-2001. Entertainment Software Association (2001)

    Google Scholar 

  14. Falstien, N.: Natural Funativity, Gamasutra (2004), http://www.gamasutra.com/features/20041110/falstien_pfv.html

  15. Ochalla, B.: From Gamasutra Article: June 29 2007, Who Says Video Games Have to be Fun? The Rise of Serious Games (2007), http://www.gamasutra.com/view/feature/129891/who_says_video_games_have_to_be_.php

  16. Gaver, B., Martin, H.: Alternatives: exploring information appliances through conceptual design proposals. In: CHI 2000: Proceedings of the SIGCHI Conference on Human Factors in Computing Systems, pp. 209–216. ACM Press, New York (2000)

    Chapter  Google Scholar 

  17. Groos, K.: The Play of Man. William Heinemann, London (1901)

    Book  Google Scholar 

  18. Grodal, T.: Video games and the pleasure of control. In: Zillmann, D., Vorderer, P. (eds.) Media Entertainment: the Psychology of its Appeal, pp. 197–214. Erlbaum, Mahwah (2000)

    Google Scholar 

  19. Hassenzahl, M., Platz, A., Burmester, M., Lehner, K.: Hedonic and Ergonomic Quality Aspects Determine a Software’s Appeal. In: Proceedings of CHI 2000: Human Factors in Computing Systems, pp. 201–208. ACM Press, NY (2000)

    Google Scholar 

  20. Hassenzahl, M., Tractinsky, N.: User experience a research agenda. Behaviour and Information Technology 25(2), 91–97 (2006)

    Article  Google Scholar 

  21. Hassenzahl, M., Diefenbach, S., Göritz, A.: Needs, affect, and interactive products – Facets of user experience. Interacting with Computers 22(5), 353–362 (2010)

    Article  Google Scholar 

  22. Henriksen, T.D.: Dimensions in Educational Game-Design: Perspectives on Designing and Implementing Game-Based Learning Processes in the Educational Setting, Paper for Nordic Playground event (2006)

    Google Scholar 

  23. Hopeametsä, H.: 24 Hours in a Bomb Shelter: Player, Character and Immersion in Ground Zero. In: Montola, M., Stenros, J. (eds.) Playground Worlds, Ropecon (2008)

    Google Scholar 

  24. Hunicke, R., LeBlanc, M., Zubek, R.: MDA: A Formal Approach to Game Design and Game Research. In: Proceedings of the 19th AAAI Conference, Workshop on Challenges in Game AI. AAAI Press (2004)

    Google Scholar 

  25. Hughes, L., Laroche, S.: Perversely Interactive System. Interactive Artwork (2004), http://www.interstices.uqam.ca/en/projects/lynn-hughes/item/27-perversely-interactive-system.html

  26. Jones, C.: Excerpt from “The Mediated Sensorium”. In: Jones, C.A. (ed.) Sensorium: Embodied Experience, Technology, and Contemporary Art, p. 6. MIT Press (2006)

    Google Scholar 

  27. Jordan, P.W.: Designing Pleasurable Products: An Introduction to the New Human Factors. Taylor & Francis (2000)

    Google Scholar 

  28. Klimmt, C., Rizzo, A., Vorderer, P., Koch, J., Fischer, T.: Experimental evidence for suspense as determinant of video game enjoyment. Cyberpsychology 12, 29–31 (2009)

    Article  Google Scholar 

  29. Law, X.E., Roto, C.V., Hassenzahl, M., Vermeeren, A.P., Kort, J.: Understanding, scoping and defining user experience: a survey approach. In: CHI 2009: Proceedings of the 27th International Conference on Human Factors in Computing Systems, pp. 719–728. ACM Press, New York (2009)

    Google Scholar 

  30. Marsh, T.: Presence as Experience: Framework to Assess Virtual Corpsing. In: 4th International Workshop on Presence, Temple University, Philadelphia, USA (2001)

    Google Scholar 

  31. Marsh, T.: Towards Invisible Style of Computer-Mediated Activity: Transparency and Continuity. Unpublished Ph.D Thesis, Human-Computer Interaction (HCI) Group, University of York, UK (2005), http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.423695

  32. McCarthy, J.P., Wright, P.C.: Technology as Experience. MIT Press (2004)

    Google Scholar 

  33. McCarthy, J.P., Wright, P.C., Wallace, J., Dearden, A.: The experience of enchantment in human-computer interaction. Personal and Ubiquitous Computing 10(6), 369–378 (2006)

    Article  Google Scholar 

  34. Montola, M.: The positive negative experience in extreme role-playing. In: Proceedings of Experiencing Games: Games, Play, and Players, 1st Nordic Digra, Sweden (2010)

    Google Scholar 

  35. Norman, D.A.: Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books, New York (2004)

    Google Scholar 

  36. Poels, K., de Kort, Y., Ijsselsteijn, W.: It is always a lot of fun!: exploring dimensions of digital game experience using focus group methodology. In: Proceedings of the Future Play Conference. ACM Press (2007)

    Google Scholar 

  37. Rusch, D.C.: Emotional Design of Computer Games and Fiction Films. In: Computer Games as a Sociocultural Phenomenon: Games Without Frontiers, Wars Without Tears, pp. 22–32. Palgrave Publishers (2008)

    Google Scholar 

  38. Salen, S., Zimmerman, E.: Rules of play: Game design fundamentals. MIT Press (2004)

    Google Scholar 

  39. Seif El-Nasr, M., Al-Saati, M., Niedenthal, S., Milam, D.: Assassin’s creed: a multi-cultural read. Loading 2(3) (2008)

    Google Scholar 

  40. Van Vliet, H., Mulder, I.: Experience and Design: Trojan Horse or Holy Grail. In: Proceedings of User Experience, Second COST294 International Workshop Held in Conjunction with NordiCHI 2006, pp. 57–62 (2006)

    Google Scholar 

  41. Velonaki, M.: Pin Cushion, Interactive Artwork (2000), http://mvstudio.org/work/pin-cushion/

  42. Wright, P.C., McCarthy, J., Marsh, T.: From Usability to User Experience. In: Computers and Fun 3, Workshop. University of York, UK (2000); Appears in: Interfaces (46), 4–5 (Spring 2001)

    Google Scholar 

  43. Zillman, D.: The psychology of suspense in dramatic exposition. In: Vorderer, P., Wulff, H.J., Friedrichsen, M. (eds.) Suspense: Conceptualizations, Theoretical Analyses, and Empirical Explorations. Lawrence Erlbaum Associates, Inc., Mahwah (1996)

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2013 Springer-Verlag Berlin Heidelberg

About this paper

Cite this paper

Marsh, T., Costello, B. (2013). Lingering Serious Experience as Trigger to Raise Awareness, Encourage Reflection and Change Behavior. In: Berkovsky, S., Freyne, J. (eds) Persuasive Technology. PERSUASIVE 2013. Lecture Notes in Computer Science, vol 7822. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-642-37157-8_15

Download citation

  • DOI: https://doi.org/10.1007/978-3-642-37157-8_15

  • Publisher Name: Springer, Berlin, Heidelberg

  • Print ISBN: 978-3-642-37156-1

  • Online ISBN: 978-3-642-37157-8

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics