PhD CONFIRMATION PRESENTATION
CHOICE and CHANGE
Towards a Design Framework of Digital Interactive Narrative for Behaviour Change
CHOICE and CHANGE Towards a Design Framework of Digital Interactive - - PowerPoint PPT Presentation
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
PhD CONFIRMATION PRESENTATION
CHOICE and CHANGE
Towards a Design Framework of Digital Interactive Narrative for Behaviour Change
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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
TOWARDS A FRAMEWORK
HOW
Synthesising Three Disciplines
Psychology Narratology Ludology
WHAT
Research Plan
Study 1: Mapping the Matrix Study 2: Playing for Impact Study 3: Designing for Change ~ Framework Development ~ Study 4: Framework Evaluation
WHY
Changing the World for the Better
With Games! And Evidence Based Frameworks!
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GAMES GETTING SERIOUS
But do we want it to be entertaining? And engaging? Of course we do! So we design for purpose AND play! Do we want to challenge beliefs? Perhaps teach something? Or maybe even change behaviour? How best do we design it though? What fields of knowledge do we draw on? Is our approach Evidence-Based?
Not just entertainment Designed for an outcome Is it based on evidence?
PSYCHOLOGY NARRATOLOGY LUDOLOGY
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
LUDOLOGY
Components of design
Mechanics, Dynamics, Aesthetics Framework
NARRATOLOGY
Creating emotional impact
Transportation, Meaning Making, Suspension of Disbelief The Transportation-Imagery Model of Narrative Persuasion
A FOUNDATION IN PSYCHOLOGY
“Art has done many things in human history, but in the last century especially, it has primarily tried to bother and provoke us. To force us to see things differently. Art changes. It’s very purpose, we might say, is to change, and to change us along with it.”
Behaviour
Feelings Thoughts
SOCIAL COGNITIVE THEORY
Environmental Factors
THE TRANSTHEORETICAL MODEL OF BEHAVIOUR CHANGE (Prochaska & DiClemente, 1982)
Precontemplation
Contemplation
Preparation
Action
Maintenance
A FOUNDATION IN NARRATOLOGY
“Storytelling was invented thousands
remains the most powerful medium for communicating complex interrelated ideas.”
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TRANSPORTATION-IMAGERY MODEL OF NARRATIVE PERSUASION (Green & Brock, 2002)
Narrative persuasion is limited to story texts, which are narratives, in which images are evoked, and in which readers’ beliefs are implicated.STORY TEXTS
01 03 02 04
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.BELIEF CHANGE
Propensity for transportation by exposure to a given narrative account is affected by attributes of the recipient (for example, imagery skill).ATTRIBUTES OF THE RECIPIENT
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.ATTRIBUTES OF THE TEXT
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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.ATTRIBUTES OF THE CONTEXT
A FOUNDATION IN LUDOLOGY
“Much like photographs, paintings, literature and music are capable of transmitting the full range of the human experience from one human to another, so too can
[…] games are capable of a higher form of communication,
participant and makes them a part
passive observer.”
Mechanics Dynamics Aesthetics
Designer Player Components of the game, at the level of data representation and algorithms. Run-time behaviour of the mechanics acting on player inputs over time. Desired emotional responses evoked in the player.
MDA FRAMEWORK
(Hunicke, LeBlanc, & Zubek, 2004)
TOWARDS A FRAMEWORK
MAPPING THE MATRIX
This study will explore existing works and examine the relationship between interactive narrative design and behaviour change theory processes. This study represents a systematic review desktop study.PLAYING FOR IMPACT
This study will survey players of digital interactive narratives, and will examine whether these games have effected psychological and/or behavioural change in players in response to play. Data gathered within this study will be both qualitative and quantitative.DESIGNING FOR CHANGE
This study will involve interviewing designers of interactive narrative for behaviour change in order to fully understand the process andFRAMEWORK EVALUATION
This study will involve surveying the designers approached in Study 3 to evaluate the efficacy of the developed framework. It is anticipated that this study will involve both quantitative and qualitative methods, although study design will be fully informed following the development of the framework.Place your image here choose mask image - select circle shape
LET’S TELL A STORY
A quick (anecdotal) look at the self-reported impact of narrative
LET’S TELL A STORY, continued
A quick (anecdotal) look at the self-reported impact of narrative
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FIND ME HERE
Engage Research Lab Faculty of Arts and Business The University of the Sunshine Coast
JaneCocks.com @jatosha FB/Jane.Cocks