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

机译:积累认真的经验,以提高意识,鼓励反思和改变行为

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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:在交互设计,人机交互(HCI)和游戏文学方面的工作开始超越正面的体验时,这只是表面。通过研究戏剧,文学,音乐,艺术和电影,这些年来已经塑造了超出积极和乐趣的体验和情感,我们描述了超越积极的体验的样子,展示这种体验并不总是“不舒服”的,并为之辩护。适当的术语“认真的经历”。我们讨论外卖信息/在说服技术,说服性游戏和严肃性游戏中的认真经验的重要性,以使用户/玩家在游戏后徘徊或引起共鸣,以鼓励反思,影响态度和改变行为,以实现说服性目的。最后,我们描述相关的道德问题,并为设计师,评估人员和从业人员提供建议,以保护玩家/用户。

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