Factoring culture into the design of a persuasive game

Rilla Khaled, Pippin Barr, R. Fischer, J. Noble, R. Biddle
{"title":"Factoring culture into the design of a persuasive game","authors":"Rilla Khaled, Pippin Barr, R. Fischer, J. Noble, R. Biddle","doi":"10.1145/1228175.1228213","DOIUrl":null,"url":null,"abstract":"Preliminary studies indicate that games can be effective vehicles for persuasion. In order to have a better chance at persuading target audiences, however, we claim that it is best to design with the background culture of the intended audience in mind. In this paper, we share our insights into the differences of perception between New Zealand (NZ) Europeans and Maori (the indigenous people of NZ), regarding smoking, smoking cessation, and social marketing. Based on our findings, we discuss how we have designed two different versions of culturallyrelevant persuasive game about smoking cessation, one aimed at a NZ European audience, the other aimed at a Maori audience.","PeriodicalId":164924,"journal":{"name":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","volume":"25 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2006-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"46","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Proceedings of the 18th Australia conference on Computer-Human Interaction: Design: Activities, Artefacts and Environments","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1145/1228175.1228213","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 46

Abstract

Preliminary studies indicate that games can be effective vehicles for persuasion. In order to have a better chance at persuading target audiences, however, we claim that it is best to design with the background culture of the intended audience in mind. In this paper, we share our insights into the differences of perception between New Zealand (NZ) Europeans and Maori (the indigenous people of NZ), regarding smoking, smoking cessation, and social marketing. Based on our findings, we discuss how we have designed two different versions of culturallyrelevant persuasive game about smoking cessation, one aimed at a NZ European audience, the other aimed at a Maori audience.
将文化因素融入说服性游戏的设计中
初步研究表明,游戏是说服他人的有效工具。然而,为了更好地说服目标受众,我们认为最好在设计时考虑目标受众的背景文化。在本文中,我们分享了我们对新西兰(NZ)欧洲人和毛利人(新西兰土著人民)之间关于吸烟,戒烟和社会营销的看法差异的见解。基于我们的发现,我们讨论了如何设计两种不同版本的与文化相关的戒烟说服游戏,一个针对新西兰的欧洲观众,另一个针对毛利人的观众。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:604180095
Book学术官方微信