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)


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.


Interactive narrative Behavior change Healthcare Persuasion 


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Copyright information

© Springer Nature Switzerland AG 2019

Authors and Affiliations

  1. 1.Hanze University of Applied SciencesGroningenThe Netherlands

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