Advertisement

Exploring Design Decisions in Interactive Narrative Games for Behaviour Change: A Case Study

  • Ivo BrilEmail author
  • Nick Degens
  • Jef Folkerts
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 11385)

Abstract

Interactive Narratives (INs), usually within games, have the possibility to motivate users to change their attitude or behavior. The application of INs in healthcare has already shown promising results as opposed to traditional narratives. Yet, very little is known about the effect of each specific aspect of an IN or how to create an effective IN. Using the recent IN-model of Green and Jenkins, this paper explores the applicability of its constructs and exemplifies it through a case study. In doing so, this paper looks at the challenges one runs into when designing an IN. Subsequently it presents the way in which these problems were tackled for the case study. This results in new ways to look at the practical implications of Green and Jenkin’s model, thus helping future IN designers and researchers to identify and avoid design pitfalls early. As gaps in the literature are discovered throughout the paper, possible future research topics are discussed.

Keywords

Interactive narrative Behavior change Healthcare Persuasion 

References

  1. 1.
    Green, M., Jenkins, K.: Interactive narratives: processes and outcomes in user-directed stories. J. Commun. 64(3), 479–500 (2014)CrossRefGoogle Scholar
  2. 2.
    Christy, K.: Investigating the use of interactive narratives for changing health beliefs: a test of the model of interactive narrative effects. The Ohio State University (2016)Google Scholar
  3. 3.
    Yin, L., Ring, L., Bickmore, T.: Using an interactive visual novel to promote patient empowerment through engagement. In: Proceedings of FDG, pp. 41–48. ACM, New York (2012)Google Scholar
  4. 4.
    Bronkhorst, B., Ten Arve, A., Spoek, M., Wieman, D.: Gezond werken in de zorg. Onderzoek naar fysieke en psychosociale arbeidsbelasting onder zorgmedewerkers (2014). Stichting IZZ website. http://www.publicatiesarbeidsmarktzorgenwelzijn.nl/wp-content/uploads/2015/11/Rapport-Gezond-werken-in-de-zorg.pdf
  5. 5.
    Kuipers, D., et al.: iLift: a health behavior change support system for lifting and transfer techniques to prevent lower-back injuries in healthcare. Int. J. Med. Inform. 96, 11–23 (2016)CrossRefGoogle Scholar
  6. 6.
    Appel, M., Richter, T.: Transportation and need for affect in narrative persuasion: a mediated moderation model. Media Psychol. 13(2), 101–135 (2010)CrossRefGoogle Scholar
  7. 7.
    Murphy, S., Frank, L., Moran, M., Patnoe-Woodley, P.: Involved, transported, or emotional? Exploring the determinants of change in knowledge, attitudes, and behavior in entertainment-education. J. Commun. 61(3), 407–431 (2011)CrossRefGoogle Scholar
  8. 8.
    Green, M., Garst, J., Brock, T., Chung, S.: Fact versus fiction labeling: persuasion parity despite heightened scrutiny of fact. Media Psychol. 8(3), 267–285 (2006)CrossRefGoogle Scholar
  9. 9.
    Green, M., Brock, T.: The role of transportation in the persuasiveness of public narratives. J. Pers. Soc. Psychol. 79(5), 701–721 (2000)CrossRefGoogle Scholar
  10. 10.
    Slater, M., Rouner, D.: Entertainment—education and elaboration likelihood: understanding the processing of narrative persuasion. Commun. Theory 12(2), 173–191 (2002)Google Scholar
  11. 11.
    Cho, H., Shen, L., Wilson, K.: Perceived realism: dimensions and roles in narrative persuasion. Commun. Res. 41(6), 828–851 (2014)CrossRefGoogle Scholar
  12. 12.
    Larkey, L., Hecht, M.: A model of effects of narrative as culture-centric health promotion. J. Health Commun. 15(2), 114–135 (2010)CrossRefGoogle Scholar
  13. 13.
    Cohen, J.: Defining identification: a theoretical look at the identification of audiences with media characters. Mass Commun. Soc. 4(3), 245–264 (2001)CrossRefGoogle Scholar
  14. 14.
    Jenkins, K.: Choose your own adventure: interactive narratives and attitude change. The University of North Carolina (2014)Google Scholar
  15. 15.
    Oinas-Kukkonen, H., Harjumaa, M.: Persuasive systems design: key issues, process model, and system features. Commun. Assoc. Inf. Syst. 24(1), 485–500 (2009)Google Scholar
  16. 16.
    Busselle, R., Bilandzic, H.: Fictionality and perceived realism in experiencing stories: a model of narrative comprehension and engagement. Commun. Theory 18(2), 255–280 (2008)CrossRefGoogle Scholar
  17. 17.
    Vaughn, L., Hesse, S.J., Petkova, Z., Trudeau, L.: “This story is right on”: the impact of regulatory fit on narrative engagement and persuasion. Eur. J. Soc. Psychol. 39(3), 447–456 (2009)CrossRefGoogle Scholar
  18. 18.
    Reber, R., Schwarz, N., Winkielman, P.: Processing fluency and aesthetic pleasure: is beauty in the perceiver’s processing experience? Pers. Soc. Psychol. Rev. 8(4), 364–382 (2004)CrossRefGoogle Scholar
  19. 19.
    Klimmt, C., Hefner, D., Vorderer, P., Roth, C., Blake, C.: Identification with video game characters as automatic shift of self-perceptions. Media Psychol. 13(4), 323–338 (2010)CrossRefGoogle Scholar
  20. 20.
    Green, M., Tesser, A., Wood, J., Stapel, D.: Transportation into narrative worlds: implications for the self. In: Tesser, A., Stapel, D.A., Wood, J.W. (eds.) On Building, Defending and Regulating the Self: A Psychological Perspective, 1st edn, pp. 53–75. Psychology Press, London (2005)Google Scholar
  21. 21.
    Oyserman, D., Destin, M., Novin, S.: The context-sensitive future self: possible selves motivate in context, not otherwise. Self Identity 14(2), 173–188 (2015)CrossRefGoogle Scholar
  22. 22.
    Strange, J., Leung, C.: How anecdotal accounts in news and in fiction can influence judgments of a social problem’s urgency, causes, and cures. Pers. Soc. Psychol. Bull. 25(4), 436–449 (1999)CrossRefGoogle Scholar
  23. 23.
    Rothman, A., Salovey, P., Turvey, C., Fishkin, S.: Attributions of responsibility and persuasion: increasing mammography utilization among women over 40 with an internally oriented message. Health Psychol. 12(1), 39–47 (1993)CrossRefGoogle Scholar
  24. 24.
    Harackiewicz, J., Sansone, C., Blair, L., Epstein, J., Manderlink, G.: Attributional processes in behavior change and maintenance: smoking cessation and continued abstinence. J. Consult. Clin. Psychol. 55(3), 372–378 (1987)CrossRefGoogle Scholar
  25. 25.
    Roth, C., Vermeulen, I., Vorderer, P., Klimmt, C.: Exploring replay value: shifts and continuities in user experiences between first and second exposure to an interactive story. Cyberpsychology Behav. Soc. Netw. 15(7), 378–381 (2012)CrossRefGoogle Scholar
  26. 26.
    Polichak, J., Gerrig, R.: “Get up and win!”: participatory responses to narrative. In: Green, M.C., Strange, J.J., Brock, T.C. (eds.) Narrative Impact: Social and Cognitive Foundations, pp. 71–95. Lawrence Erlbaum, Mahwah (2002)Google Scholar
  27. 27.
    Cacioppo, J., Petty, R., Feng Kao, C.: The efficient assessment of need for cognition. J. Pers. Assess. 48(3), 306–307 (1984)CrossRefGoogle Scholar
  28. 28.
    Green, M., Kass, S., Carrey, J., Feeney, R., Herzig, B., Sabini, J.: Transportation across media: print versus film comparisons. Media Psychol. 11(4), 512–539 (2008)CrossRefGoogle Scholar
  29. 29.
    Vorderer, P., Knobloch, S., Schramm, H.: Does entertainment suffer from interactivity? The impact of watching an interactive TV movie on viewers’ experience of entertainment. Media Psychol. 3(4), 343–363 (2001)CrossRefGoogle Scholar
  30. 30.
    Mazzocco, P., Green, M., Sasota, J., Jones, N.: This story is not for everyone. Soc. Psychol. Pers. Sci. 1(4), 361–368 (2010)CrossRefGoogle Scholar
  31. 31.
    Beverdam, A., Beverdam, L.: Beroepscompetentieprofiel Verzorgende IG in de branche VVT. Report of the Stichting Arbeidsmarkt- en Opleidingsbeleid Verpleeg-Verzorgingshuizen en Thuiszorg, Utrecht (2016)Google Scholar

Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.Hanze University of Applied SciencesGroningenThe Netherlands

Personalised recommendations