首页> 外文会议>International Conference on Persuasive Technology >Lingering Serious Experience as Trigger to Raise Awareness, Encourage Reflection and Change Behavior
【24h】

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

机译:挥之不发严重的经验,以提高意识,鼓励反思和变革行为

获取原文

摘要

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.
机译:虽然在互动设计中工作,人机互动(HCI)和游戏文献开始解决超越积极的经验,但它只是划伤了表面。通过转向戏剧,文学,音乐,艺术和电影,这些经历和情感超出了积极和乐趣多年来,我们描述了超越积极的看起来的经历,展示了如何总是“不舒服”并争论更多适当的“严肃的经历”。我们讨论了远程信息,有说服力的游戏和严肃的游戏的重要信息,有说服力的游戏和严肃的游戏,以徘徊或共鸣为用户/玩家鼓励反思,影响态度和改变行为,以实现有说服力的目的。最后,我们描述了相关的道德问题,并为设计师,评估人员和从业者提出建议,以便保护球员/用户。

著录项

相似文献

  • 外文文献
  • 中文文献
  • 专利
获取原文

客服邮箱:kefu@zhangqiaokeyan.com

京公网安备:11010802029741号 ICP备案号:京ICP备15016152号-6 六维联合信息科技 (北京) 有限公司©版权所有
  • 客服微信

  • 服务号