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PhD CONFIRMATION PRESENTATION CHOICE and CHANGE Towards a Design Framework of Digital Interactive Narrative for Behaviour Change Place your image here choose mask image - select circle shape JANE COCKS Bachelor of Behavioural Science


  1. PhD CONFIRMATION PRESENTATION CHOICE and CHANGE Towards a Design Framework of Digital Interactive Narrative for Behaviour Change

  2. Place your image here choose mask image - select circle shape JANE COCKS Bachelor of Behavioural Science Bachelor of Health Science, Psychology Honours PhD Candidate in Interactive Media Supervised by Professor Christian Jones and Dr Colleen Stieler-Hunt

  3. Rock a bye baby…

  4. TOWARDS A FRAMEWORK WHY HOW WHAT Changing the World Synthesising Three Research Plan for the Better Disciplines Study 1 : Mapping the Matrix Study 2 : Playing for Impact With Games! Psychology Study 3 : Designing for Change Narratology ~ Framework Development ~ And Evidence Based Study 4 : Framework Frameworks! Ludology Evaluation

  5. GAMES GETTING SERIOUS Place your image here Place your image here Place your image here choose mask image - select choose mask image - select choose mask image - select rectangle shape rectangle shape rectangle shape Not just entertainment Designed for an outcome Is it based on evidence? But do we want it to be entertaining? Do we want to challenge beliefs? How best do we design it though? And engaging? Of course we do! Perhaps teach something? What fields of knowledge do we draw on? So we design for purpose AND play! Or maybe even change behaviour? Is our approach Evidence-Based?

  6. SYNTHESISING THREE FIELDS The theoretical foundation of my PhD research PSYCHOLOGY Understanding and changing behaviour Thoughts è Feelings è Behaviour The Transtheoretical Model of Behaviour Change PSYCHOLOGY NARRATOLOGY Creating emotional impact Transportation, Meaning Making, Suspension of Disbelief The Transportation-Imagery Model of Narrative Persuasion LUDOLOGY NARRATOLOGY LUDOLOGY Components of design Mechanics, Dynamics, Aesthetics Framework

  7. A FOUNDATION IN PSYCHOLOGY “Art has done many things SOCIAL in human history, but in the COGNITIVE last century especially, it has THEORY Thoughts primarily tried to bother and Environmental Factors provoke us. To force us to see Feelings things differently. Art changes. It’s very purpose, we might Behaviour say, is to change, and to change us along with it. ” - Ian Bogost (2011)

  8. THE TRANSTHEORETICAL MODEL OF BEHAVIOUR CHANGE (Prochaska & DiClemente, 1982) • Consciousness Raising Precontemplation • Dramatic Relief • Environmental Reevaluation Contemplation • Self-reevaluation Preparation • Self-liberation • Helping Relationships • Counter Conditioning Action • Stimulus Control • Reinforcement Management Maintenance • Social Liberation

  9. A FOUNDATION IN NARRATOLOGY “ Storytelling was invented thousands of years ago and remains the most Place your image here powerful medium for choose mask image - select circle shape communicating complex interrelated ideas.” - Chris Crawford (2012)

  10. TRANSPORTATION-IMAGERY MODEL OF NARRATIVE PERSUASION (Green & Brock, 2002) 01 STORY TEXTS Narrative persuasion is limited to story texts, which are narratives, in which images are evoked, and in which readers’ beliefs are implicated. 02 BELIEF CHANGE Narrative persuasion (belief change) occurs, to the extent that the evoked images are activated by psychological transportation, defined as a state in which a reader becomes absorbed in the narrative world, leaving the real world, at least momentarily, behind. 03 ATTRIBUTES OF THE RECIPIENT Propensity for transportation by exposure to a given narrative account is affected by attributes of the recipient (for example, imagery skill). 04 ATTRIBUTES OF THE TEXT Propensity for transportation by exposure to a given narrative account is affected by attributes of the text. Among these moderating attributes are the level of artistic craftsmanship and the extent of adherence to narrative format. Another conceivable moderator, whether the text is labeled as fact of fiction (as true or not necessarily true), does not limit transportation. 05 ATTRIBUTES OF THE CONTEXT Propensity for transportation by exposure to a given narrative account is affected by attributes of the context (medium). Among these moderating attributes may be aspects of the context or medium that limit opportunity for imaginative investment and participatory response.

  11. A FOUNDATION IN LUDOLOGY “Much like photographs, paintings, MDA FRAMEWORK (Hunicke, LeBlanc, & Zubek, 2004) literature and music are capable of transmitting the full range of the Designer Player human experience from one human to another, so too can games. Due to their interactivity Mechanics Dynamics Aesthetics [ … ] games are capable of a higher form of communication , one which actively engages the participant and makes them a part Components of Run-time Desired of the experience rather than a the game, at the behaviour of the emotional level of data mechanics responses passive observer.” representation acting on player evoked in the and algorithms. inputs over time. player. - Brenda Romero (2009)

  12. TOWARDS A FRAMEWORK MAPPING THE PLAYING FOR DESIGNING FOR FRAMEWORK MATRIX IMPACT CHANGE EVALUATION This study will explore existing works This study will survey players of This study will involve interviewing This study will involve surveying the and examine the relationship between digital interactive narratives, and will designers of interactive narrative for designers approached in Study 3 to interactive narrative design and examine whether these games have behaviour change in order to fully evaluate the efficacy of the developed behaviour change theory processes. effected psychological and/or understand the process and framework. behavioural change in players in outcomes in designing for change. This study represents a systematic response to play. It is anticipated that this study will review desktop study. The main themes for exploration involve both quantitative and Data gathered within this study will be within this study will be informed by qualitative methods, although study both qualitative and quantitative. the results of studies One and Two. design will be fully informed following the development of the framework.

  13. LET’S TELL A STORY A quick (anecdotal) look at the self-reported impact of narrative Place your image here choose mask image - select circle shape

  14. LET’S TELL A STORY, continued A quick (anecdotal) look at the self-reported impact of narrative

  15. FIND ME HERE Engage Research Lab Faculty of Arts and Business The University of the Sunshine Coast Place your image here choose mask image - select rectangle shape JaneCocks.com @jatosha FB/Jane.Cocks

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