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

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Part of the book series: Lecture Notes in Computer Science ((LNISA,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.

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Notes

  1. 1.

    Both experts are from the healthcare sector, specifically from ergonomics and rehabilitation. One is specialized in healthcare ergonomics and communication in healthcare institutes, the other focuses on rehabilitation of nurses. Both also focus on the prevention of excessive mental and physical workload.

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Correspondence to Ivo Bril .

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Bril, I., Degens, N., Folkerts, J. (2019). Exploring Design Decisions in Interactive Narrative Games for Behaviour Change: A Case Study. In: Gentile, M., Allegra, M., Söbke, H. (eds) Games and Learning Alliance. GALA 2018. Lecture Notes in Computer Science(), vol 11385. Springer, Cham. https://doi.org/10.1007/978-3-030-11548-7_5

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  • DOI: https://doi.org/10.1007/978-3-030-11548-7_5

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  • Publisher Name: Springer, Cham

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