CHOICE and CHANGE Towards a Design Framework of Digital Interactive - - PowerPoint PPT Presentation

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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


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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

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Rock a bye baby…

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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?

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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

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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.”

  • Ian Bogost (2011)

Behaviour

Feelings Thoughts

SOCIAL COGNITIVE THEORY

Environmental Factors

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THE TRANSTHEORETICAL MODEL OF BEHAVIOUR CHANGE (Prochaska & DiClemente, 1982)

Precontemplation

  • Consciousness Raising
  • Dramatic Relief
  • Environmental Reevaluation

Contemplation

  • Self-reevaluation

Preparation

  • Self-liberation

Action

  • Helping Relationships
  • Counter Conditioning
  • Stimulus Control
  • Reinforcement Management

Maintenance

  • Social Liberation
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A FOUNDATION IN NARRATOLOGY

“Storytelling was invented thousands

  • f years ago and

remains the most powerful medium for communicating complex interrelated ideas.”

  • Chris Crawford (2012)

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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

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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

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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. Due to their interactivity

[…] games are capable of a higher form of communication,

  • ne which actively engages the

participant and makes them a part

  • f the experience rather than a

passive observer.”

  • Brenda Romero (2009)

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)

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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 and
  • utcomes in designing for change.
The main themes for exploration within this study will be informed by the results of studies One and Two.

FRAMEWORK 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.
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LET’S TELL A STORY

A quick (anecdotal) look at the self-reported impact of narrative

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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