Advertisement

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

  • Tim Marsh
  • Brigid Costello
Part of the Lecture Notes in Computer Science book series (LNCS, volume 7822)

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.

Keywords

Great Barrier Reef Interaction Design Game Design Game Experience Affect Attitude 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Preview

Unable to display preview. Download preview PDF.

Unable to display preview. Download preview PDF.

References

  1. 1.
    Apter, M.J.: Reversal Theory: Motivation, Emotion and Personality. Routledge, London (1989)Google Scholar
  2. 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. 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. 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. 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. 6.
    Boorstin, J.: Making Movies Work: Thinking Like a Filmmaker. Silman-James Press, Beverley Hills (1990)Google Scholar
  7. 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-DumpedGoogle Scholar
  8. 8.
    Brathwaite, B.: The Mechanic is the Message, http://mechanicmessage.wordpress.com/
  9. 9.
    Calleja, G.: Game Design Involvement A Conceptual Model. Games and Culture (2), 236–260 (2007)Google Scholar
  10. 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. 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. 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. 13.
    ESA. Entertainment Software Association, State of the Industry Report 2000-2001. Entertainment Software Association (2001) Google Scholar
  14. 14.
    Falstien, N.: Natural Funativity, Gamasutra (2004), http://www.gamasutra.com/features/20041110/falstien_pfv.html
  15. 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. 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)CrossRefGoogle Scholar
  17. 17.
    Groos, K.: The Play of Man. William Heinemann, London (1901)CrossRefGoogle Scholar
  18. 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. 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. 20.
    Hassenzahl, M., Tractinsky, N.: User experience a research agenda. Behaviour and Information Technology 25(2), 91–97 (2006)CrossRefGoogle Scholar
  21. 21.
    Hassenzahl, M., Diefenbach, S., Göritz, A.: Needs, affect, and interactive products – Facets of user experience. Interacting with Computers 22(5), 353–362 (2010)CrossRefGoogle Scholar
  22. 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. 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. 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. 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. 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. 27.
    Jordan, P.W.: Designing Pleasurable Products: An Introduction to the New Human Factors. Taylor & Francis (2000)Google Scholar
  28. 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)CrossRefGoogle Scholar
  29. 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. 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. 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. 32.
    McCarthy, J.P., Wright, P.C.: Technology as Experience. MIT Press (2004)Google Scholar
  33. 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)CrossRefGoogle Scholar
  34. 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. 35.
    Norman, D.A.: Emotional Design: Why We Love (or Hate) Everyday Things. Basic Books, New York (2004)Google Scholar
  36. 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. 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. 38.
    Salen, S., Zimmerman, E.: Rules of play: Game design fundamentals. MIT Press (2004)Google Scholar
  39. 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. 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. 41.
    Velonaki, M.: Pin Cushion, Interactive Artwork (2000), http://mvstudio.org/work/pin-cushion/
  42. 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. 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

Copyright information

© Springer-Verlag Berlin Heidelberg 2013

Authors and Affiliations

  • Tim Marsh
    • 1
  • Brigid Costello
    • 2
  1. 1.James Cook UniversityAustralia
  2. 2.University of New South WalesAustralia

Personalised recommendations